Search Issue Tracker
By Design
Votes
0
Found in
Issue ID
1058803
Regression
No
[LWRP] Only first pass gets rendered when using multi-pass shaders
SRP Repo: Issue #1469
I'm currently porting over shaders from a project which uses a multipass shader. However, only the first pass gets rendered. If I comment out the first one, only the second one shows up. No Shadergraph, just pure shader code. LWRP.
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
- Character spacing value is not applied when using a specific font asset
- [Android][IL2CPP] Player crashes on __memcpy_aarch64_simd+276 when invoking native code via a plugin on some ARM64 Android devices
- [Android]Resources fail to load when the AAB build contains a large Addressables Bundle
- Unity is loading internal version of SharpZipLib instead of local version
- The Context Menu items are ordered incorrectly
cassidycurtis
Aug 29, 2019 21:29
It would be really nice if Unity could actually state these limitations up-front in the documentation, rather than leaving it to users to stumble upon them. Even better would be to explain why this design choice was made.
GubaLord
Jul 26, 2019 15:53
This is a fantastic design.
Are there any alternatives to reproduce multipass shader behaviour in lwrp?
jjxtra
Feb 24, 2019 23:56
Also crippled by this issue in LWRP, sigh...