Search Issue Tracker
By Design
Votes
0
Found in [Package]
11.0.0
Issue ID
1292470
Regression
No
[HDRP] Light Layers change the render result of a specific Custom Pass in a Build when certain graphics APIs are used
How to reproduce:
1. Open the attached project named "Case_1292470"
2. Open the CustomPass Scene
3. Observe the Game view. The window will have a red tint
4. Build and Launch the project
5. Observe the Player window
Expected result: The Player will have the same red tint as in the Editor's Game view
Actual result: The Player will have a dark tint applied instead
Reproducible wtih: 7.5.1(2019.4.15f1), 8.2.0(2020.1.14f1), 10.2.0(2020.2.0b12), 11.0.0(2021.1.0a7)
Could not test with: 2018.4.30f1(HDRP was in early preview)
Reproducible with Graphics APIs - D3D11, D3D12, Vulkan
Not reproducible with Graphics APIs - Metal
Notes:
1. If Light Layers are disabled in the Render Pipeline Asset, the build then receives the red tint as expected
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
- Inspector's custom tooltip is displayed incorrectly when the name is truncated in UI toolkit
- Crash on ScriptableRenderLoopDraw when rendering a specific VFX in Play Mode
- The script is not renamed in the Project window when renaming and a compilation Error is present
- Average FPS in Play Mode degradation on a newly created BiRP project when it's upgraded from 2020.3.48f1 to a newer Editor version
- DecoratorDrawer indentation is incorrect when it is called with EditorGUI
Resolution Note:
Data side issue. An unlit master node should be used for this effect with DrawMesh call