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Under Consideration for 6000.0.X, 6000.1.X, 6000.2.X, 6000.3.X
Votes
0
Found in
6000.0.54f1
6000.1.12f1
6000.2.0b10
6000.3.0a2
Issue ID
UUM-111656
Regression
No
HD Sample Buffer returns black for Rendering Layer Mask when Custom Pass Volume is not active
Reproduction steps:
1. Open the attached “IN-107319.zip” project
2. Open the “OutdoorsScene”
3. From the Hierarchy, select the “Main Camera” GameObject
4. Disable the “Custom Pass Volume” Component
5. Enter Play mode
6. Observe the Game view
Expected result: The Rendering Layer Mask remains on the GameObjects as before
Actual result: The Rendering Layer Mask disappears from GameObjects and no longer shows different brightness levels for different rendering layers
Reproducible with: 2023.3.0a1, 6000.0.54f1, 6000.1.12f1, 6000.2.0b10, 6000.3.0a2
Reproducible on: Windows 10 (user reported), Windows 11
Not reproducible on: no other environment tested
Notes:
- After 4th step, if observed in the Frame Debugger in ExecuteRenderGraph > ForwardTransparent > RenderLoop.DrawSRPBatcher the “_RenderingLayerMaskTexture” has the size of 1x1x1.
- Also reported on Discussions: [https://discussions.unity.com/t/how-to-use-rendering-layer-mask-buffer-in-shader-graph/1663028|https://discussions.unity.com/t/how-to-use-rendering-layer-mask-buffer-in-shader-graph/1663028|smart-link]
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