Search Issue Tracker
Fixed in 5.0.1
Votes
0
Found in
4.2.0f4
Issue ID
559254
Regression
No
OnRenderImage breaks batching for shadow caster/collector
I found that using OnRenderImage with shadow will breaks shadow batching in Unity 4.2.
I attach a post-processing script to camera. It only contains a simple
OnRenderImage method which only do Graphics.Blit(source, destination).
When the post-processing script is disabled and hard-shadow is enabled, # of draw calls is 9.
However, when the post-processing script and hard-shadow are both enabled, # of draw calls becomes 70.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on GizmoDrawingPhysics2D::DrawCompositeCollider2DGizmo when opening a Scene that has corrupted GameObjects with Tilemap Components
- Scrolling vertically and horizontally is very fast when in Play Mode and RuntimeInputBackend is set to UIToolkitInputBackendOption.Default
- Crash on MemoryProfiler::UnregisterAllocation when initializing entities and leaving Play Mode with Occlusion Culling enabled
- Crash on mdb_page_alloc when opening a project that was running while the PC shut down
- macOS Player freeze when using RunInBackground and Command+Tabbing to and from the application
Add comment