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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
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Resolution Note:
Data side issue. An unlit master node should be used for this effect with DrawMesh call