Search Issue Tracker
By Design
By Design in 2023.1.X
Votes
1
Found in
2021.3.12f1
2022.1.23f1
2022.2.0b15
2023.1.0a19
Issue ID
UUM-21680
Regression
No
URP CopyDepth process being executed when DepthPriming Mode is enabled
How to reproduce:
1. Open the attached project “DepthPriming”
2. Enable the Frame Debugger
3. Observe the executing processes
Expected result: CopyDepth process isn’t here because DepthTexture is disabled in UniversalRP-HighQuality(UniversalRenderPipelineAsset); only DepthPriming Mode is enabled
Actual result: CopyDepth process is being executed
Reproduced with: 2021.3.12f1, 2022.1.23f1, 2022.2.0b15, 2023.1.0a19
Couldn’t test with: 2020.3.41f1 (there are no such settings)
Reproduced on: Windows 11 Pro
Note: Not reproducible in other Render Pipelines
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
- Polyspatial Material swap set animations are not firing when used in Play Mode and Players
- Incomplete shortcuts are displayed in the "Set" dropdown in Visual Effects Graph VFX Control subwindow
- Version change sub-window closes automatically when "Add Modules" subwindow is closed
- RenderTexture content from 'Depth Only' camera is not rendered correctly on UI RawImage when Multithreaded Rendering is enabled on specific MediaTek devices.
- Weight Brush Overlay text is clipped in Sprite Editor
Resolution Note:
Depth priming still copies the depth attachment to the depth texture after the depth prepass, since the depth texture still needs to contain the MSAA resolved opaque depth and that is done by a copy depth pass.
The main benefit of using depth priming is reducing overdraw, not removing the copy depth pass.
If you want to have a depth prepass and no copy depth at all, please set "Depth Texture Mode" to "Force Prepass" instead of depth priming
Resolution Note (2023.1.X):
Depth priming still copies the depth attachment to the depth texture after the depth prepass, since the depth texture still needs to contain the MSAA resolved opaque depth and that is done by a copy depth pass.
The main benefit of using depth priming is reducing overdraw, not removing the copy depth pass.
If you want to have a depth prepass and no copy depth at all, please set "Depth Texture Mode" to "Force Prepass" instead of depth priming