Search Issue Tracker
By Design
Votes
0
Found in
2017.4.0f1
2018.3.0a1
2018.3.8f1
2019.1.0a1
2019.2.0a1
Issue ID
1136368
Regression
No
[Deferred Rendering] Material will not use Reflection Probes when Rendering Mode is set to Fade or Transparent
How to reproduce:
1. Open attached project "Case_1136368_reproProject.zip"
2. Open "SampleScene" scene (in "Scenes" folder)
3. Select "Fade" GameObject in the Hierarchy
4. Observe particles in the Scene View
Expected result: Particles in the middle are red because of the Reflection Probe
Actual result: Particles are all black
Reproducible with - 2017.4.24f1, 2018.3.10f1, 2019.1.0b8, 2019.2.0a9
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
- RenderPipelineManager.activeRenderPipelineTypeChanged does not detect changes when changing the Render Pipeline Asset outside of Play Mode
- The Scene View becomes gray and "NullReferenceException" errors are thrown when attaching the Unity Editor process to RenderDoc
- Memory usage rapidly rises when changing colors in the color wheel
- Physically Based Sky's Horizon and Zenith Tint Color Selection Bars don't have immediate access to color pickers
- EmptyAdditionalLightShadowmapTexture leaks from memory when URP quality level is changed using QualitySettings.SetQualityLevel
Resolution Note:
On particle system > expand Renderer module, and enable the Reflection Probe.
This will make the opaque & transparent ones look different but this is by-design because in Deferred, reflection data for opaque objects are rendered in GBuffer.
If user want to make them look the same, do this: Edit > Project Settings > Graphics > Built-in Shader Settings > set "Deferred Reflections"to "No Support"
This will force reflection probe to run in Forward path.