Search Issue Tracker
By Design
By Design in 2022.2.X
Votes
0
Found in
2022.2.0a17
Issue ID
UUM-6309
Regression
No
Custom pass does not draw renderers when HDRP Pipeline set to "Deferred Only"
How to reproduce:
1. Open the user's provided project "BackgroundDarkeningOnPS4.zip"
2. Observe how the colors are shown in Game view
3. Build and Run
Expected result: The objects appear with the same colors as in Editor
Actual result: The objects in the Player are desaturated
Reproducible with: 10.5.0 (2020.3.15f2), 10.8.1 (2020.3.33f1), 10.9.0 (2020.3.35f1)
Could not test with: 7.7.1 (2019.4.40f1), 12.1.7 (2021.3.4f1), 13.1.8 (2022.1.4f1), 14.0.3 (2022.2.0a15) (due to 'RendererListDesc is obsolete' errors)
Reproducible on: macOS (Intel) Monterey 12.3.1
Notes:
- When HDRP is configured to be "Both" or "Forward Only" issue does not reproduce
- HDRP set to "Deferred Only" makes masking not work as the renderers are not drawn (confirmed with Frame Debugger, draw call is missing)
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
- "Shader warning in 'Hidden/Light2D': implicit truncation of vector type" is thrown when building Universal 2D template
- AI Assistant breaks compilation of packages using System.Runtime.CompilerServices.Unsafe via auto-referencing
- Unity Hub checks the "Documentation" module by default on the 6.4 and 6.5 streams despite that it was unchecked with the previous installs
- Shortcut that toggles between Dopesheet and Curves Views in the Animation Window's Timeline is mislabed
- Property List Items Overlap onto the Property List's top edge when scrolling through a long Property List
Resolution Note:
Hello,
As stated in the documentation, custom passes using the Forward shader passes of HDRP to render the objects, this is essential to keep the flexibility of being able to render objects during any injection point.
When you build a project with Deferred only mode, Unity will strip all the Forward shaders during the build, thus disabling all the DrawRenderer custom passes. To fix this issue you need to include the Forward variants of the shader in your build by selecting the mode "Both" in the Lit Shader Mode of the HDRP asset.
Resolution Note (2022.2.X):
Hello,
As stated in the documentation, custom passes using the Forward shader passes of HDRP to render the objects, this is essential to keep the flexibility of being able to render objects during any injection point.
When you build a project with Deferred only mode, Unity will strip all the Forward shaders during the build, thus disabling all the DrawRenderer custom passes. To fix this issue you need to include the Forward variants of the shader in your build by selecting the mode "Both" in the Lit Shader Mode of the HDRP asset.