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Won't Fix
Votes
3
Found in
5.5.0f3
Issue ID
863415
Regression
No
DrawMeshInstanced does not write to _CameraDepthNormalsTexture with Forward Rendering Path
DrawMeshInstanced does not write to _CameraDepthNormalsTexture when Forward Rendering Path is used, thus, the Edge Detection image effect does not work.
Steps to reproduce:
1) Open the attached project.
2) Open scene "DrawCube".
3) Enter play mode.
There are two cubes in the scene. The right one uses a regular mesh. The left one has its mesh drawn by DrawMeshInstanced. The Edge Detection image effect does not work with this cube. Switching the camera to Deferred rendering mode applies the effect properly.
Reproduced on:
5.6.0b2, 5.5.0p3
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jknight-nc
Jul 14, 2017 00:53
Can the Unity team comment on this for a workaround?
bnogal
Apr 17, 2017 06:55
would be nice to know the reason for the "Won't Fix"
Anyway in this case, you should add a big advertise about this in the documentation, so people don't lose the time writing code that will not work.
bnogal
Apr 04, 2017 06:54
Reproduced on 5.6.0f3.
jknight-nc
Mar 30, 2017 21:05
I'm hoping that when Scriptable Render Loops are released we will be able to make our own GBuffer Pass and resolve this issue.
bnogal
Feb 14, 2017 15:36
As severity is 3,what is the supposed workaround?
I have problems with transparent elements and ambient occlusion, derived from this issue.
The "workaround" as i cant use deferred to render 4k, is to dont use the function at all and call DrawMesh, going down from 90fps to 20fps.
If you dont plan to fix it, plz tell, so i can start to think about others ways to deal with it.