Search Issue Tracker
Fixed
Fixed in 2021.3.7f1, 2022.2.0b1, 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
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)
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
- Search field in UI Builder's Library has no character limit
- Changing the value in UI Builder by dragging increases it by a few thousand points when reaching the borders of the screen
- ARM64 architecture DLL incorrectly copied instead of x64 when building for Windows x64
- Crash on TypeTreeIterator::GetNode when opening a specific folder
- Crash on WriteSerializedAssetsV2 when (re)entering the Play Mode in a specific project when IEnumerator Start() is used
Resolution Note (fix version 2023.1.0a3):
Fixed in 2023.1.0a3
Resolution Note (fix version 2022.2.0b1):
Fixed in: 2022.2.0b1