Search Issue Tracker
Fixed in 2021.2.X
Votes
0
Found in
2018.2.0b4
Issue ID
1036174
Regression
No
[Renderer] GPU Instanced mesh particles alignment affected by directional light when casting/receiving shadows is enabled
Repro steps:
1. Open Scene1 from the attached project.
2. Select the directional light and rotate it; observe the particle rotating
3. Turning off shadow casting on the light, or on the particle system resolves the issue.
Notes:
- Issue introduced in 2018.1
- Affects View and Facing render alignments
- Only in Forward Rendering mode
RichardK Note:
It's happening because m_MeshGPUInstanceData is a single ComputeBuffer on the particle renderer, so the shadow job overwrites it, and then the main render uses the overwritten data.
AcquireExclusive on the dynamic VBO needs to support compute buffers, to fix this, instead of allowing the particle system to control its lifecycle.
If we make DynamicVBOBuffer store the buffer type, we can change GfxBuffer* to be a union with ComputeBuffer*.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Manual reference page for Grid Selection is missing
- Awaitable.NextFrameAsync causes GC Alloc 0.7 KB when using CancellationToken
- Prefab "Overrides" list item popups are overridden when navigating with keyboard arrow keys
- Alpha Tolerance setting does not affect generated outlines when generating Custom Physics Shape in the Sprite Editor
- The information/help message section misses a margin in the "Profiler" window
Add comment