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Votes

1

Found in

2021.3.9f1

2022.1.17f1

2022.2.0b8

2023.1.0a11

Issue ID

UUM-14788

Regression

No

[DX12] Object becomes invisible in the scene when changing to DX12

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Reproduction steps:
1. Open the attached project “MeshTest”
2. Open “Test” Scene
3. Inspect the Scene view
4. Go to Edit > Project Settings > Player and change Graphics API to “Direct3D12”
5. Inspect the Scene view

Expected result: Procedural Mesh is rendered - sphere is visible in the Scene
Actual result: Scene view is empty - no objects are visible

Reproducible with: 2021.3.9f1, 2022.1.17f1, 2022.2.0b8, 2023.1.0a11
Could not test with: 2020.3.39f1 (Shader error in ‘MudBun/Mud Mesh Single-Textured (HDRP)': Couldn't open include file 'Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl'. at line 1093. Shader doesn’t load properly)

Reproducible on: Windows 10

  1. Resolution Note:

    You can launch the editor with -debug-d3d12-null-geometry and it will work.

    The shader expects vertexbuffers even though proceduralgeometry is explicitly meant for drawing without vertexbuffers. Unfortunately we have 3 different behaviours inside the engine for the cases where it does want them:
    DX11 provides fake vertexbuffer that give zeroes
    Vulkan optimizes the shader so that vertexbuffers that are asked but not actually needed are ignored. But if one is actually needed it does not work.
    DX12 does not work if the vertexbuffers are even asked

    Unfortunately we cannot yet put a decent error message here as there are some things in Editor that call this with broken state and expect the call to be ignored. Users should just write their shaders not to want vertexbuffers if they don't want them. If vertexbuffer is needed then the drawing should happen with using a mesh.

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