Search Issue Tracker
By Design
Votes
0
Found in [Package]
7.1.7
Issue ID
1215111
Regression
No
Particle System with View Render Alignment and drawn with DrawRenderer are facing towards Scene camera in Game View
How to reproduce:
1. Open attached project "FireRendering.zip" and scene "Scn_FirePass"
2. In Hierarchy window, expand "_CustomRender" and select "Particle System"
3. In Scene view, fly around the particle system and observe the Game View particle
Expected result: the Game View particle is facing the Game camera
Actual result: the Game View particle is facing the Scene camera
Reproducible with: 2019.3.0f6 (7.1.8), 2020.1.0a20, 2020.1.0a21 (7.1.7)
Could not test with: 2017.4.36f1, 2018.4.16f1, 2019.2.20f1 (HDRP and "custom pass volume is not recognized" errors thrown), 2019.3.0f5, 2020.1.0a19 due to another bug case 1195214
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
- “Readme” Asset is unreadable in the Inspector window when switching Editor Theme to Light
- “NullReferenceException” error thrown when switching Editor Theme to Light if “Unity Version Control” tab is enabled
- A Warning is displayed in the Inspector when a Mesh with any Material is added as a Terrain Detail
- [Android][Vulkan] Memory leak when playing and stopping a video using the Video Player on some devices
- Caret moves by a character when typing "." and any number into 'Grid and Snap' toolbar's input field
Resolution Note:
Hello,
In the code of the custom pass, you're missing the override to AggregateCullingParameters, since the Shuriken particle system is only rendered in the custom pass, it never goes to the culling of the camera (which is when we compute the orientation of the particles). By adding your layerMask to the culling parameters, the particle system will be updated during the culling.
Here is an example on how to do so: https://github.com/alelievr/HDRP-Custom-Passes/blob/11f347481266cb9576c65e0d9681d53dfcc95bec/Assets/CustomPasses/Liquid/Liquid.cs#L45