Search Issue Tracker
Fixed in 2020.2.X
Votes
0
Found in
2019.4
2020.2
2020.2.0a19
Issue ID
1270496
Regression
No
Memory Leak when setting a Shader Pass which name consists of 15 or more characters with CommandBuffer.SetRayTracingShaderPass
How to reproduce:
1. Open the project from the attached file "DXRRamLeak.zip"
2. Open the Task Manager
3. Open the "SampleScene"
4. Enter Play Mode
5. Inspect the Unity Editor memory in the Task Manager
Expected result: memory is stable, occasionally going up or down
Actual result: memory is always increasing
Not reproducible with: 2020.2.0a20, 2020.2.0a21
Reproducible with: 2019.4.8f1, 2020.1.3f1, 2020.2.0a19
Could not test with: 2018.4.26f1 (RaytracingShaders not supported)
Notes:
- Selecting "DXRTest" GameObject from the Hierarchy and enabling Use Short Name in the Inspector sets RayTracingShaderPass with a shorter Shader Pass name.
- Also reproducible with AddDispatchRays
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
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
Resolution Note (fix version 2020.2):
Fixed in 2020.2.0a20