Search Issue Tracker
Fixed in 2021.3.12f1
Fixed in 2021.3.X, 2022.1.X, 2022.2.X, 2022.2.0b10
Votes
2
Found in
2021.3.10f1
2022.1.17f1
2022.2.0b8
Issue ID
UUM-15125
Regression
Yes
HDRP: Enable both Light Layers and Decal Layers breaks Visual Environment on Skinned Mesh Renderers
1. What happened
When Light Layers and Decal Layers are both enabled on the HDRP Render Pipeline Asset, the visual environment in the scene breaks, and the lighting goes very dark on Skinned Mesh Renderers. This is a regression from 2021.3.7.
2. How can we reproduce it using the example you attached
- Open OutdoorsScene, and switch to the Game View. Notice that the "Y Bot" model is reasonable well lit.
- Open Assets/Settings/HDRP High Fidelity asset
- Under Rendering, go to the Decals section, and enable the "Layers" checkbox.
- Note that the "Y Bot" model is now very dark, and barely lit.
- Now notice that if you uncheck Lighting -> Light Layers, the rendering is corrected.
The error only appears to occur when both Light Layers and Decal Layers are enabled. If neither, or only one, is enabled, the lighting looks correct. This was not happening in 2021.3.7, and appears to be a regression in all the HDRP changes under 2021.3.9.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Uninitialized variable warning appears in the Inspector of a custom shader when the variable is initialized
- "Failed creating toolbar element from ID..." error is thrown when resetting the Scene view Overlay layout while an Asset Transformer Toolbox overlay is active
- Entity ID for Font Assets is serialized twice which throws an error when using Debug Inspector
- Play Mode can be entered when disabling Adaptive Performance and pressing either the Play Mode button or the keyboard shortcut to enter Play Mode before recompilation leading to errors and warnings thrown
- Parent ListView element also becomes selected when inner ListView element is selected
Add comment