Search Issue Tracker
Fixed
Fixed in 6000.0.61f1, 6000.2.9f1, 6000.3.0a2
Votes
0
Found in
6000.0.60f1
6000.2.8f1
6000.3.0a1
Issue ID
UUM-108846
Regression
Yes
Per-frame GC Allocation when using HDRP Lens Flare Post Process Effect
How to reproduce:
- Create and open a new 3D HDRP Sample Template
- Open Profiler (Window → Analysis → Profiler)
- Enable Deep Profile and Call Stack in the Profiler
- Enter Play Mode
- Record, and then press on any frame in the Profiler
- Search for GC.Alloc in searchbar
- Select any GC.Alloc in the Hierarchy
- Change ‘No Details’ to 'Calls' in the Profiler
- Observe the 'Calls From' section in the Profiler
Expected result: No GC.Alloc calls are made by ‘HDRenderPipeline.LensFlareMergeOcclusionDataDrivenPass()'
Actual result: One of the GC.Alloc calls are made by 'HDRenderPipeline.LensFlareMergeOcclusionDataDrivenPass()’
Reproducible in: 2023.3.0b1, 6000.0.60f1, 6000.2.8f1, 6000.3.0a1
Not reproducible in: 2023.3.0a19
Reproduced on: Windows 11 Pro (24H2)
Not reproduced on: No other environment tested
Note: The Call allocates ~152 B each frame
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Animator State Labels are not Rendered correctly when using the Bitmap Renderer as the Default Editor Text Renderer
- LDR render target is used when HDR is enabled in URP and Recorder Source is set to 360 View
- Terrain Layer's changes are not added to the Undo history
- “IndexOutOfRangeException: Index was outside the bounds of the array.” error is thrown when large Text (TMP) GameObject Overflow field is set to Ellipsis
- The OnValidate method is not invoked when reverting changes on a Prefab Variant
Add comment