Search Issue Tracker
Fixed in 2019.2.X
Fixed in 2019.1.X
Votes
0
Found in
Issue ID
1117383
Regression
No
SRP Batcher doesn't support 32 bit vertex index buffer mesh on dx11
Steps to reproduce:
- Open attached project
- Open scene \Assets\Scenes\BodyOnly.unity
- Enable SRP batcher in \Assets\Settings\HDRenderPipelineAsset.asset
Result: Rendering of the mesh is buggy, and clearly to identical to what is was without the batcher enabled.
Expected: The mesh should render the same with and without the batcher.
Reproduces with:
- Unity 2019.1.0a13
- HDRP 5.2.3-preview
Note: The issue don't occurs on Vulkan, and neither with a single material (one submesh) 32 bit mesh.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment