Search Issue Tracker
Fixed
Fixed in 2021.3.35f1, 2022.3.18f1, 2023.2.8f1, 2023.3.0a11
Votes
0
Found in
2021.3.31f1
2022.3.11f1
2023.1.16f1
2023.2.0b13
2023.3.0a9
Issue ID
UUM-52930
Regression
Yes
Graphics.RenderPrimitives does not work when using Surface Shaders
How to reproduce:
1. Open the “IN-54270_repro“ project
2. Open the “SampleScene“
3. Enter Play Mode
Expected result: “ProceduralSurface“ and “ProceduralRender“ GameObjects look the same
Actual result: “ProceduralSurface“ GameIObject looks incomplete
Reproducible with: 2021.3.30f1, 2021.3.31f1, 2022.3.11f1, 2023.1.16f1, 2023.2.0b13, 2023.3.0a9
Not reproducible with: 2021.3.29f1
Reproducible on: Windows 10
Not reproducible on: macOS
Note: macOS reproduces a different issue (could be related)
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
- Search field in UI Builder's Library has no character limit
- Changing the value in UI Builder by dragging increases it by a few thousand points when reaching the borders of the screen
- ARM64 architecture DLL incorrectly copied instead of x64 when building for Windows x64
- Crash on TypeTreeIterator::GetNode when opening a specific folder
- Crash on WriteSerializedAssetsV2 when (re)entering the Play Mode in a specific project when IEnumerator Start() is used
Resolution Note (fix version 2023.3.0a11):
The emulation path for providing vertexbuffers for draws via api that does not provide vertexbuffers handles instancecount correctly.
The shader itself should be changed into
#if !defined(SHADER_TARGET_SURFACE_ANALYSIS)
instead of D3D11 specific tag. That makes it work on all platforms.
Resolution Note (fix version 2022.3.18f1):
Graphics: Surface shader path has correct parameters set when emulating vertexbuffers.