Search Issue Tracker
Fixed
Fixed in 6000.0.59f1, 6000.2.6f1, 6000.3.0a1
Votes
0
Found in
2022.3.61f1
6000.0.47f1
6000.1.0b15
6000.2.0a9
6000.3.0a1
Issue ID
UUM-104066
Regression
No
[APV] SH Evaluation Mode has no performance difference when set to "Per Vertex" compared to "Per Pixel"
Reproduction steps:
1. Open the attached project "ReproProj"
2. Open the “/Assets/Scenes/SampleScene.unity” Scene
3. In the Project window, select “/Assets/Settings/PC_RPAsset.asset”
4. In Inspector, under Lighting settings, if SH Evaluation Mode is not visible, click on the three dots besides Lighting settings and select “Advanced Properties”
5. Change SH Evaluation to “Per Vertex“
6. Enter the Play Mode
7. In Game view, click “Stats”
8. Observe FPS
Expected result: Difference in performance between Per Pixel and Per Vertex mode
Actual result: No observed difference
Reproducible with: 2022.3.61f1, 6000.0.47f1, 6000.1.0b15, 6000.2.0a9
Reproducible on:
Play Mode
Testing environment: Windows 10 Enterprise 21H2
Not reproducible on: No other environment tested
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Some UXML Template Asset foldouts appear enabled when all fields inside are disabled
- URP Terrain Demo crash on burst_signal_handler after Generating lighting
- Project window button icons are poorly visible and their shades differ in Light theme
- GC.Alloc called by HDRenderPipeline.LensFlareMergeOcclusionDataDrivenPass() when playing the default HDRP Sample Template project
- Automatic LOD fails and SRP Batcher incompatibility occurs when using spline-based quad-topology meshes
Add comment