Search Issue Tracker
Duplicate
Votes
0
Found in
2017.1.1f1
Issue ID
949352
Regression
No
Forward renderer fails to render objects front to back and fails to batch when using a replacement shader
How to reproduce:
1. Download attached project file and open "Main" scene
2. Open the Frame Debugger
3. Notice all jobs correctly batch the cubes together but the ReplacementPass.Job.
4. Notice the order in which the cubes are rendered in the ReplacementPass.Job
Actual result: When using a replacement shader, including Unity's built-in ones like the one used to render the DepthNormals texture,
the order in which objects are renderer does not follow the front-to-back logic and the dynamic batching does not work.
Expected result: I believe a replacement shader should not disable batching and should follow the camera logic for ordering. On mobile devices especially, dynamic batching can save a lot of performances and in our tests, the increased draw call count was the main reason the performance was dropping when using some post-process effects.
Reproduced with: 5.6.3p3, 2017.1.1f1, 2017.2.0b11, 2017.3.0a7
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on ShaderLab::ShaderState::ApplyShaderState when entering Play Mode and calling ShaderWarmup.WarmupShaderFromCollection with a shader that has dynamic_branch
- Crash on operator delete[] when a serializable structure in the System namespace is serialized by a MonoBehaviour
- [macOS] forward and backward mouse buttons are recognized as middle mouse button
- NavMeshModifier.OnEnable/OnDisable gets progressively slower when called repeatedly
- "System.Net.CookieContainer" throws an "ArgumentException" error when using a non-UTF-8 machine locale and hostname
Add comment