Search Issue Tracker
By Design
Votes
0
Found in
2019.1.0a1
2019.1.4f1
2019.2.0a1
2019.3.0a1
Issue ID
1161719
Regression
No
[LWRP]Scriptable Rendering Pass is not working when using it with Graphics.DrawMesh
Steps to reproduce:
1. Open users attached project "kkhighlightplus.zip"
2. Navigate to Project -> Assets -> HighlightPlus -> Demo and open "Scene"
3. Enter Play mode
4. Hower the mouse on the Blue Sphere in the Scene
5. Notice that the highlight meshes created by Graphics.DrawMesh(..) do not render or are not visible.
Expected results: Graphics.DrawMesh is Rendering Highlight
Actual results: Graphics.DrawMesh in not Rendering Highlight or it is not visible
Reproducible with: 2019.1.3f1(5.7.2), 2019.1.9f1( 5.16.1), 2019.2.0b7( 6.7.1)
Notes: 2018.4.3f1 throws package errors and makes the scene pink. 2019.3.0a7 displays black screen in Play Mode.
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
- [Dragon Crashers] Build fails in U6
- [Dragon Crashers] 4 Shader error messages on import
- [Dragon Crashers] Readme text is white on light grey
- Cursor stays in front of the first character when entering text in the TextMeshPro field
- Searching in Hierarchy causes unwanted component calls
Resolution Note:
Resolving by-design as SRP relies on CommandBuffers so Graphics.DrawMesh APIs might not work as in built-in render pipeline.
User can create custom CommandBuffer and insert these CommandBuffer at different Camera callback functions that is supported by Lightweight Render Pipeline.
Here is an example: https://github.com/Unity-Technologies/ScriptableRenderPipeline/blob/master/TestProjects/LWGraphicsTest/Assets/Scenes/052_LWCallbacks/CameraCallbackTests.cs