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Fixed in 6000.0.34f1
Fixed in 2022.3.56f1, 6000.0.X, 6000.1.0a7
Votes
0
Found in
2022.3.50f1
6000.0.21f1
6000.1.0a1
Issue ID
UUM-82849
Regression
Yes
Render passes break when using the HDRP CustomPassUtils.RenderFromCamera method in a Custom Pass
Reproduction steps:
1. Open the attached “test project (2).zip” project
2. Open the “Outdoors” Scene
3. Observe the Game view
Expected result: The red sphere mesh is visible
Actual result: The red sphere mesh is not visible
Reproducible with: 6000.0.0b12, 6000.0.21f1
Not reproducible with: 2021.3.44f1, 2022.3.48f1, 6000.0.0b11
Reproduced on: Windows 10 (User reported), Windows 11
Not reproducible on: No other environment tested
Notes:
- Reproduces when Injection Point is set to “Before Rendering” or “Before Transparent” in the ‘RenderFromCameraCustomPassVolume’ GameObject
- Enabling the Frame Debugger makes the red mesh reappear
- Customer reported that the method also breaks upscaling effects such as DLSS and FSR as enabling them causes the Custom Stencil pass to flicker
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