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Fixed
Fixed in 6000.0.60f1, 6000.2.9f1, 6000.3.0b6, 6000.4.0a2
Votes
0
Found in
6000.0.57f1
6000.2.4f1
6000.3.0b1
6000.4.0a1
Issue ID
UUM-117118
Regression
Yes
HDRP Water renders black when the PrecomputedAtmosphericAttenuation is set to zero
Reproduction steps:
1. Open the attached “IN-115030.zip” project
2. Open the “WaterTest” scene
3. Observe that the water is rendered correctly in the Game view
4. From the Project window, find and open “ShaderConfig.cs”
5. Change the “PrecomputedAtmosphericAttenuation =” value from “1” to “0”
6. From the Project window, find and open “ShaderConfig.cs.hlsl” (in com.unity.render-pipelines.high-definition-config/Runtime/)
7. Add this line: “#define SHADEROPTIONS_PRECOMPUTED_ATMOSPHERIC_ATTENUATION (0)”
8. Save files and observe the Game view
Expected result: The water is rendered correctly, like in the 3rd step
Actual result: The water is rendered black and an error is logged
Reproducible with: 2023.3.0b1, 6000.0.57f1, 6000.2.4f1, 6000.3.0b1
Not reproducible with: 2023.2.0a23
Couldn’t test with: 2023.3.0a2 - 2023.3.0a19 (Various issues, like the config files not being generated or inconsistent reproduction results/broken assets)
Reproducible on: Windows 11, macOS 15.6.1 (M1 Max)
Not reproducible on: no other environments tested
Notes:
- This error is logged in the Console: “Compute shader (WaterLighting): Property (_AirSingleScatteringTexture) at kernel index (8) is not set UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)”
- PrecomputedAtmosphericAttenuation is set to zero by embedding the config package like mentioned in the HDRP documentation here: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.3/manual/create-a-physically-based-sky.htmland must be redone with each version testing (to correctly reflect the URP version)
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