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Fixed in 2018.3.X
Votes
11
Found in
5.6.0b1
Issue ID
864476
Regression
No
[DrawMeshInstanceIndirect] Wrong computeBuffer being passsed to consecutive DrawMesh calls
Steps to reproduce:
1. Open the attached project (CharacterInstancing (u5.6.0b1).zip)
2. Open the Assets/AnimationMatrixGpu/AniMatrix_InstanceIndirectAppend.unity scene
3. Run the scene (You should see 10,000 Lerpz characters rendering, arranged as a grid ( 100x100 ) on a plane. Each instance is unique)
4. Use mouse to move a camera in the Scene view, so you can look around and try to match the position/rotation as shown in the screenshot
5. Observe, the shadows appear in the wrong position
Expected result: The shadows should appear in the right position
Actual result: The shadows appear in the wrong position
Note:
Bug relates to features introduced in 5.6.0
Computations are made in the custom shader (AniMatrixM44Culling)
Reproduced with: 5.6.0a1, 5.6.0a6, 5.6.0b1, 5.6.0b3
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kaffiene
Aug 06, 2018 01:15
When is this getting patched? I still have this in 5.6.3
Bamfax
Jun 11, 2018 15:39
Also seeing this in 2018.2.0b6 using a surface shader. Opened another Bug Report on it, having forgotten that it was already documented on the DMII thread. Thanks a lot Tengel!!
Xira
Dec 02, 2017 11:36
still seeing this even in 2017.3.0b6
tengel
Mar 16, 2017 17:08
Found a temporary workaround. Described here https://forum.unity3d.com/threads/drawmeshinstancedindirect-example-comments-and-questions.446080/
tengel
Mar 16, 2017 15:25
Same here on b11.
When having more than one DrawMeshInstanceIndirect call, only one of them renders shadows.
afrasson
Mar 16, 2017 14:38
Still present on 5.6.0b11.