Search Issue Tracker
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
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 "StoredGraphicsBuffer::GetGfxBufferID" when activating VFX via extention of Activation Track in Timeline window
- [Linux] Stack trace file path and line number information is missing when IL2CPP Stacktrace Information is set to "Method Name, File Name, and Line Number"
- Warnings due to obsolete Object.FindObjectsByType<T> usage and [SerializeReference] are logged when opening the Netcode for Entities setup scene
- Non-standard pointers cannot change Inspector values with arrow controls when crossing Inspector area
- No longer able to change the Toggle or Slider GameObjects' Target Graphic value and a NullReferenceException is thrown when the Target Graphic value is set to None at any point
Add comment