Search Issue Tracker
Active
Votes
0
Found in
6000.0.21f1
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
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Serialization error when editing an asset with a class starting with the same name as the namespace that it is in
- TreeView drag and drop is incorrect when dragging a parent directly below itself
- [iOS] AutoRotation gets enabled when App restarts due to being killed by the OS
- Render passes break when using the HDRP CustomPassUtils.RenderFromCamera method in a Custom Pass
- The High Quality Line Renderer stops the hair from being affected by the Screen Space Ambient Occlusion
Add comment