Search Issue Tracker
Won't Fix
Votes
0
Found in [Package]
14.0.0
Issue ID
1403820
Regression
No
ShaderGraph-defined Shader doesn't include needed macros to properly render Mesh with Graphics.RenderMeshIndirect() API
How to reproduce:
1. Open the user's attached "Graphics RenderMeshIndirect" project
2. Enter the Play Mode in the "01 - Bug" Scene
3. Observe the blue Mesh
Expected result: Blue Mesh position is static
Actual result: Blue Mesh position is transformed by the RenderParams.worldBounds.center
Reproducible with: 12.1.5 (2021.2.14f1), 13.1.6 (2022.1.0b10), 14.0.0 (2022.2.0a7)
Couldn't test with: 7.7.1 (2019.4.36f1), 10.8.1 (2020.3.30f1) (RenderParams doesn't exist)
Notes:
- Issue isn't reproducible with Graphics.RenderMesh() API
- In the "02 - Custom shader (Working)" Scene, the position of the Mesh with the user-defined Shader (from https://docs.unity3d.com/2021.2/Documentation/ScriptReference/Graphics.RenderMeshIndirect.html example) is rendered properly
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- UI Builder can't set a background image to a sprite from a multi-sprite spritesheet in the Resources folder
- Light2D freeform does not render the internal part when rendered in certain shapes
- Using AddCopyPass causes an incorrect merging of passes.
- Negative Enum value is not pasted correctly when copying from another array
- Silent Crash when generating Lightmap UVs for a model with a large object scale
Resolution Note:
RenderMeshIndirect is, unfortunately, not a supported feature. You can find it on our roadmap here: https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/c/61-support-for-drawindirect-drawprocedural.