Search Issue Tracker
Won't Fix
Votes
0
Found in [Package]
7.4
Issue ID
1273445
Regression
No
URP Assets, set in Graphics Settings on Runtime are not taken into account when building an application
To reproduce:
1. Open the attached project;
2. Open ShaderVariantTool: Window> ShaderVariantTool;
3. Make sure "level1" URP asset is set in Graphics Settings and "level2" URP asset is set in "SetPipelineAsset" game object;
-note: this asset (level1) has Additional Lights disabled, level2 asset (which is being set in runtime) has Additional Lights Per-Pixel.
4. Build the project and check shader variant count in the ShaderVariantTool or .csv file saved in your Project folder;
5. Clear Shader Cache;
6. Disable "SetPipelineAsset" in the scene;
7. Build the project and check shader variant count.
Expected result: URP asset that is being set on runtime should be taken into account while building (in this case shader variant count should be higher when SetPipelineAsset game object is enabled);
Actual result: URP assets that are not set in Graphics or Quality settings are not taken into account while building (the shader variant count remains the same), additional lights are not rendered when setting URP asset at runtime
Tested and reproduced on: 7.4, 8.2, 10.0.0-preview.26, master
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
- "Invalid vertex attribute format" error message does not mention "bytes" when the data size is mismatched
- [Windows] About Unity window displays Editor version in two lines instead of one
- [Linux] "Add Component" menu goes under the screen when the menu extends beyond the display boundries
- High Editor GPU usage when Camera with RenderTexture and VFX Graph are in the scene, with Scene/Game tabs closed
- List in Inspector not resizing when exiting Play mode
Resolution Note:
We do not plan to support correct pipeline changign at runtime without having it specified in quality settings.