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Fixed in 2021.3.7f1

Fixed in 2021.3.X, 2022.2.X, 2023.1.X, 2023.1.0a3

Votes

0

Found in

2021.3.4f1

2022.2.0a17

2023.1.0a1

Issue ID

UUM-4336

Regression

No

Draw calls that batch in opaque pass do not batch in shadow pass when some of the draw calls come from SkinnedMeshRenderer and some come from MeshRenderer

Universal RP

-

Reproduction steps:
1. Open the user’s attached “1239248-SRP_Batching.zip“ project
2. Open the Frame Debugger window (Window > Analysis > Frame Debugger)
3. Click Enable
4. Compare the amount of calls in “MainLightShadow > Shadows.DrawSRPBatcher” and “DrawOpaqueObjects > RenderLoop.DrawSRPBatcher”

Expected result: Both have the same amount of calls
Actual result: “MainLightShadow > Shadows.DrawSRPBatcher“ has 2 calls, while “DrawOpaqueObjects > RenderLoop.DrawSRPBatcher” has only 1

Reproduced with: 10.9.0 (2020.3.35f1), 12.1.7 (2021.3.4f1), 13.1.8 (2022.1.4f1), 14.0.3 (2022.2.0a16)

Reproduced on: macOS Monterey 12.0.1 (Intel)

  1. Resolution Note (fix version 2023.1):

    Fixed in 2023.1.0a3

  2. Resolution Note (fix version 2022.2):

    Fixed in: 2022.2.0b1

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