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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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