Search Issue Tracker
Won't Fix
Votes
0
Found in
2021.3.10f1
2022.1.19f1
2022.2.0b10
2023.1.0a13
Issue ID
UUM-16592
Regression
No
Highlight effect is rendered incorrectly when "Rendering Path" option "Forward" is selected
How to reproduce:
1. Open the attached user project
2. Open “Bug“ Scene (Assets/Scenes)
3. Select the “URP-HighFidelity-Renderer” asset (Assets/Settings)
4. Change “Rendering Path” option from “Deferred“ to “Forward“ and make sure that “Depth Priming Mode” is set to “Disabled“
Expected result: “Highlight Effect” Component is rendered correctly in the Scene View
Actual result: “Highlight Effect” Component is rendered incorrectly in the Scene View
Reproducible with: 2021.3.10f1, 2022.1.0a16
Not reproducible with: 2022.1.0b1, 2022.1.14f1, 2022.2.0b4, 2023.1.0a4
Can’t test with: 2020.3.38f1 (“URP-HighFidelity-Renderer“ doesn’t have the “Rendering Path“ option)
Reproduced on: macOS (12.5)
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
- Inconsistent ParticleSystemVertexStream.PercentageAlongTrail data range in Trail Texture Modes except "Stretch"
- The Graph Debug Window can be right clicked through and the Node Workspace is manipulated instead
- [Linux] Top left corner of the screen is unresponsive when the Editor recompiles
- [Android] [Vulkan] Cubes stuck on the first few frames of rotation and application flickering when an Overlay Camera is added to the Camera Stack with MSAA enabled
- Profiling information icon does not update for Light Mode
Resolution Note:
Renderer feature uses SetRenderTarget inside which set's different depth buffer than previously set by the renderer. The assumption is correct, however, changing the underlying API now would pose too big of a risk. Workaround is to check whether we use color's depth buffer (by checking if color is not backbuffer and depth is backbuffer) and reusing the same RenderTargetHandle/RenderTargetIdentifier when assigning depth buffer