Search Issue Tracker
Won't Fix
Votes
0
Found in [Package]
Issue ID
1127065
Regression
No
[DX11] LWRP not rendering hair in DX11 player
Steps:
1.Open attached project in comment
2. Switch to PC/Desktop platform
3. In PlayerSettings change to use DX11 Editor
4. Make DX11 Player build
Please see attached image for actual result.
Reproducible in: 2018.3.8f1, 2019.1.0b4, 2019.2.0a5
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
- URP Realtime reflection probes do not update when RenderProbe() is being called once per second
- Addressable terrain shader variants are stripped from the Player
- [iOS] Debug.Log() appears as <private> in Console app
- UI stays in the background when it is disabled in simulator
- A wrong log file is attached when project is launched with a "-logFile" command line argument
Resolution Note:
This is an error in the project: In TressFXRenderer.cs the code uses "_CameraColorTexture" and "_CameraDepthTexture" to set the render target to current camera's color and depth buffers, but these are not necessarily available in LWRP. You can actually see the warnings in the console about these when the TressFX system tries to call SetRenderTarget with these IDs. As those are not found, the SetRenderTargets call is ignored, and the next draw call just happens to use the previously set render target (which is the INT32 depth buffer) as an UAV binding, causing all sorts of errors. This also causes the Vulkan rendering problems. Closing as "By Design".