Search Issue Tracker
Fixed in 5.5.0f3
Votes
0
Found in
5.4.0b23
Issue ID
812374
Regression
No
CommandBuffer DrawMesh not applying material keywords in standalone builds
Steps to reproduce:
1. Open project
2. Open Frame Debugger window
3. Play in editor and enable Frame debugger
4. Navigate "Camera.Render/Drawing/CommandBuffer.../Deferred pipLights/Draw Mesh" in Frame debugger
-- Notice shader's material keyword "Hidden/pipLight/Light pass #0 POINT SHADOWS_CUBE UNITY_HDR_ON" (This is expected behaviour)
5. Build a development build with auto connect profilers enabled
6. Enable frame debugger
7. Navigate "Camera.Render/Drawing/CommandBuffer.../Deferred pipLights/Draw Mesh" in Frame debugger
-- Notice that shader has wrong material keyword "Hidden/pipLight/Light pass #0 POINT UNITY_HDR_ON"
Results: CommandBuffer DrawMesh not applying material keywords in standalone builds
Reproduced with: 5.4.0b23, 5.4.0b25, 5.4/staging (0975e5a4bcaa)
Additional notes in last edit.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- The Player hangs when activating another maximized application
- [XR] Input is not registered and headset view is headlocked after entering Play Mode with Meta XR SDK on 6000.0.0b16 and higher
- Crash on RtlLookupFunctionEntry when using 10 or more GameObjects with Articulation Body component in the scene
- Polygons are created on the opposite side of the Sprite when the Sprite boundaries are above the edge of the Texture
- Render Graph Viewer Resource list becomes shrunk after using a filter that yields no results
shubhamswaraj2021
Aug 22, 2020 11:25
good one <a href="https://www.lyricsauto.com">lyricsauto</a>