Search Issue Tracker
Won't Fix
Fixed in 13.1.3
Votes
0
Found in [Package]
12.1.3
Issue ID
1396628
Regression
Yes
Instanced terrain details with shadergraph shaders dont' render in 2021.2.8f1
Terrain detail prefabs which use shadergraph shaders do not render properly in 21.2.8f1. The details are being rendered in the shadow pass but not the main pass color buffer. This seems to be happening in both forward and deferred rendering. If depth priming is forced on, they do write into the depth buffer.
As far as I can determine this is specific to 8f1 with URP version 12.1.3. The same content works in 21.2.6f1 with URP 12.1.2. 22.1.0b2 / URP 13.1.3 shows the same or a very similar behavior, but in that version there is a control in the Universal Render Data Asset for 'Copy Depth Mode' -- setting that to After Transparents produces visually correct results (note - that might not be an ideal workaround ; my minimal repro does not contain transparency shaders).
Attached are screenshots from two versions of the same build -- one working one in 21.2.6f1/URP 12.1.2 and a broken one using 21.2.8f1 / URP 12.1.3
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
- Build and Run button greyed out for locally invalid architecture, despite remote build is specified
- Graphics Settings: “Use Defaults” checkboxes misaligned in Tier Settings section
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
Resolution Note:
Looks like this issue affects 2021.2 only.