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Fixed
Fixed in 6000.0.45f1, 6000.1.0b13, 6000.2.0a8
Votes
1
Found in
6000.0.40f1
6000.1.0b8
6000.2.0a5
7000.0.0a1
Issue ID
UUM-98273
Regression
Yes
Shadow cascade culling does not work when used with Skinned Mesh Renderer in URP
Reproduction steps:
1. Open the attached “IN-95563.zip” project
2. Open the “SampleScene”
3. In the Hierarchy, disable the “MeshRenderer” GameObject
4. Enable the “SkinnedMeshRenderer” GameObject
5. Open the Frame Debugger Window (Window > Analysis > Frame Debugger)
6. Enter the Play mode
7. Enable the Frame Debugger
8. Search for the “Shadows.DrawSRPBatcher” draw calls
9. Observe the draw calls
Expected result: “Shadows.DrawSRPBatcher” has 1 draw call
Actual result: “Shadows.DrawSRPBatcher” has 2 draw calls
Reproducible with: 2023.3.0b5, 6000.0.40f1, 6000.1.0b8, 6000.2.0a5
Not reproducible with: 2022.3.59f1, 2023.3.0b4
Note:
- Reproducing with the steps above, but using the “MeshRenderer” GameObject instead, shows the correct result. Therefore, the issue specifically seems to affect Skinned Mesh Renderers
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