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Under Consideration for 6000.6.X

Votes

0

Found in

6000.0.73f1

6000.3.14f1

6000.4.4f1

6000.5.0b5

6000.6.0a3

Issue ID

UUM-139963

Regression

No

Sprites is not rendered in a SRP Batcher when Sprite Mask is removed after it was previously set

Graphics Batching

-

How to reproduce:
1. Open the attached “IN-140087” project
2. Open the “SampleScene”
3. Enter Play mode
4. Open Frame Debugger (Window > Analysis > Frame Debugger)
5. Press Enable in the Frame Debugger window
6. In the item list, expand UniversalRenderPiepline.RenderSingleCamerainternal > ExecuteRenderGraph > Renderer2D Pass
7. Observe the item list

Actual result: RenderLoop.DrawSRPBatcher and RenderLoop.Draw can be seen under Draw Layer Batch
Expected result: Only RenderLoop.DrawSRPBatcher is seen under Draw Layer Batch

Reproducible with: 2023.1.0a13, 6000.0.73f1, 6000.3.14f1, 6000.4.4f1, 6000.5.0b5, 6000.6.0a3
Couldn’t test with: 2023.1.0a10 (All sprites were drawn by RenderLoop.Draw)

Reproducible on: macOS 26.3 (M1 Pro)
Not reproducible on: No other environment tested

Notes:
- Also reproducible in Player
- Before reproducing the issue all sprites are rendered as one batch
- Both `VisibleOutsideMask` and `VisibleInsideMask` reproduce the issue
- Restarting the Editor fixes the issue, until it is reproduced again
- Mask Interaction is set via a script attached to some of the sprites, on Start method: Mask Interaction is set to VisibleOutsideMask and changed back to None
- Alternatively using the same script the Mask Interaction can be swapped manually (Does not affect reproduction, Spacebar - sets VisibleOutsideMask and R - sets None), also swapping can be performed via Inspector

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