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
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Resolution Note:
Data side issue. An unlit master node should be used for this effect with DrawMesh call