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Votes

4

Found in

2021.3.18f1

2022.2.5f1

2023.1.0b2

Issue ID

UUM-26222

Regression

Yes

[URP] Light culling layers don't work when Graphics API is set to anything except OpenGL

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Reproduction steps:
1. Open the attached “BugRepro” project
2. Open the “Assets/Scenes/SampleScene.unity” scene
3. In the Hierarchy View, click on “Cube (0)” GameObject
4. In the Inspector View, observe the Layer
5. In the Hierarchy View, click on “Cube(1)” GameObject
6. In the Inspector View, observe the Layer
7. In the Hierarchy View, click on “Point Light” GameObject
7. In the Inspector View, observe the “Culling Mask” under Light Components Rendering dropdown

Expected result: “Cube (1)” GameObject is not lit up when it has a layer different from the “Point Light” GameObjects' Culling Mask layer
Actual result: “Cube (1)” GameObject is lit up the same way as “Cube (0)” GameObject, although they have different Culling Mask layers

Reproducible with: 2021.3.18f1, 2022.1.0a11, 2022.2.5f1, 2023.1.0b2
Not reproducible with: 2020.3.45f1, 2022.1.0a10

Reproducible on: Ubuntu 20.04, Windows 11 Pro 22H2, Intel MacOS 13.1

Note: Reproduces with Vulkan, Metal, Direct3D11, and Direct3D12 Graphics APIs

 

 

 

 

  1. Resolution Note:

    This projects rendering mode is set to Deferred, Light culling via layers is not supported for opaque objects in this mode. The reason it works when set to OpenGL is that the rendering will fallback to Forward due to Deferred not being supported in that API.

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