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
- [Quest] Pitch Shifter causes audio degradation on Quest 2 devices when sped up
- "GUI Error: Invalid GUILayout" and "NullReferenceException" are thrown when adding Scenes to "Scenes in Baking Set" in Adaptive Probe Volumes
- Inspector window not updating when switching GameObjects in Play Mode while having a VR headset connected
- "UnityException: GetName can only be called from the main thread." erors are thrown when the Shortcuts window is opened and entering Play Mode with a shortcut
- [Android] Light2D visuals stacking over frames when using RenderGraph
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".