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Fixed
Fixed in 6000.3.14f1, 6000.4.4f1, 6000.5.0b5, 6000.6.0a2
Votes
0
Found in
2021.3.50f1
2022.3.60f1
6000.0.44f1
6000.1.0b12
6000.2.0a7
6000.3.0a1
6000.4.0a1
6000.5.0a1
6000.6.0a2
Issue ID
UUM-101568
Regression
No
Material.FindPass returns -1 in build when shader pass is used
How to reproduce:
1. Open the “IN-97399_TestFindPass“ project
2. Open the SampleScene
3. In the top menu select File > Build and Run
4. Observe the Player.log “DepthNormals Pass Index” value
Expected result: DepthNormals Pass Index: 5 (Positive value)
Actual result: DepthNormals Pass Index: -1
Reproducible with: 2021.3.50f1, 2022.1.0a1, 2022.3.60f1, 6000.0.44f1, 6000.1.0b12, 6000.2.0a7
Reproducible on: macOS 15.3.2 (M1 Max), Windows 11 (by user)
Not reproducible on: no other environments tested
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Resolution Note:
Hi there.
This bug has been identified and fixed on 6.3 and above. However, if you are using an earlier version of Unity, you can work around this issue by deferring calling Material.FindPass() to after the 'activeRenderPipelineCreated' event fires, instead of doing it on Awake()/Start().
See: https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Rendering.RenderPipelineManager-activeRenderPipelineCreated.html
Resolution Note (fix version 6000.6.0a2):
Fixed in 6000.6.0a2
Resolution Note (fix version 6000.6.0a2):
Hi there.
This bug has been identified and fixed on 6.3 and above. However, if you are using an earlier version of Unity, you can work around this issue by deferring calling Material.FindPass() to after the 'activeRenderPipelineCreated' event fires, instead of doing it on Awake()/Start().
See: https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Rendering.RenderPipelineManager-activeRenderPipelineCreated.html
Resolution Note (fix version 6000.3.14f1):
Fixed in 6000.3.14f1