Search Issue Tracker
By Design
Votes
0
Found in
2019.1.0a3
Issue ID
1085631
Regression
No
[LWRP] Compute shader is not rendered on the screen
To reproduce:
1. Open attached project;
2. Open "Compute" scene;
3. Make sure Lightweight Pipeline Asset is set in SRP Settings (Edit > Settings > Graphics > Scriptable Render Pipeline Settings);
4. Make sure Graphics API is set to Metal or Vulkan;
5. Enter Playmode;
6. Exit Playmode and remove LWRP asset from SRP Settings;
7. Enter Playmode again.
Expected result: Particles that use material with Compute shaders are drawn on the screen.
Actual result: Particles are not rendered on the screen with LWRP. With Built-in RP Compute shaders work as expected.
Reproduced with: 2018.1.9f2, 2018.2.10f1, 2018.3.0b4, 2019.1.0a3.
Notes:
-Reproduced with Android (Vulkan), iOS (Metal), MacOS (Metal)
-No errors are thrown
-You can see particles in the Scene window
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
- The Frame value field does not update when using the increment/decrement arrows in the Frame Debugger if the value has been manually inputted
- [Remote Config] PreparePayloadWithConfigType function is looking for camelCase property names, when the JSON objects are using PascalCase naming
- UI Builder Viewport's Tool Gizmo has deadzones
- SpriteShapes are rendered using multiple draw calls when the SRP Batcher determines their nodes are incompatible in a specific project
- UI Toolkit Debugger "Pick Element" selects Scene view panel when trying to select a world space UI element in the Scene view
Resolution Note:
OnRenderObject() doesn't work in GameView in SRP.
As a workaround, use a CommandBuffer.