Search Issue Tracker
Fixed in 2020.2.X
Fixed in 2019.4.X
Votes
0
Found in
2019.4
2020.1
2020.1.0b3
2020.2
Issue ID
1276431
Regression
No
[DX12] DrawMeshInstancedIndirect fails to render opaque pass when DX12 is used for standalone builds
How to reproduce:
1. Open the attached project
2. Check if DX12 API is used
3. Build the TestScene
4. Launch the Build and observe the screen
Expected result: All meshes are rendered the same way as in Editor
Actual result: Meshes are either not rendered at all or they become mangled(Depending on HW used)
Reproducible with: 2019.4.9f1, 2020.1.4f1, 2020.2.0b1
Could not test with: 2018.4.27f1(Project scripts would break upon downgrade)
Notes:
1. Graphics APIs tested: D3D11, D3D12, Vulkan, OpenGLCore. The issue would only reproduce on DX12
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
- Shader variants take too much memory at runtime
- [HDRP][VFX] Output mesh with default shader is incorrectly sorted before the HDRP fog
- Error "'GamepadSpeakerOutputType' does not exist in the namespace 'UnityEngine'" occurs in the Console when building a project
- [M1][Rosetta] Crackling sound when Editor is compiling
- Large delay on SoundHandle.Instance.Destructor when disabling AudioSource
Resolution Note (fix version 2020.2):
Fixed in - 2021.1.0a1
Resolution Note (fix version 2020.2):
Fixed in - 2020.2.3f1
Resolution Note (fix version 2019.4):
Fixed in - 2019.4.21f1