Search Issue Tracker
By Design
Votes
0
Found in [Package]
8.0.1
Issue ID
1230710
Regression
No
[URP] Shader.renderQueue does not return the correct value for shaders when executing Unity in batchmode
How to reproduce:
1. Open user-submitted project (renderpipeline_batchmode.zip)
2. In the Menu bar select Test > Print Render Queues
3. Exit Unity
4. Launch the project in batchmode with the arguments -batchmode -quit -executeMethod NewScript.PrintRenderQueues
5. Open Editor-prev.log(generated from the Editor) and Editor.log(generated in batchmode)
6. Compare the logs(e.g. Universal Render Pipeline/Terrain/Lit)
Expected result: the values from Editor and Batchmode match
Actual result: the values from Editor and Batchmode are different
Reproducible with: 2019.3.7f1, 2020.1.0b3, 2020.2.0a5
Could not test with: 2017.4.38f1(package unavailable), 2018.4.20f1(package version incompatible with shader)
Reproducible with package versions: 5.7.2, 8.0.1
Could not test with package versions: 4.10.0(undeclared identifier '_BaseMap_ST' in shader)
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
- [Android] Stage information is not logged when Log Shader Compilation is enabled
- [Vulkan] The memory allocation increases rapidly when there are multiple (three or more) Real-Time Reflection Probes in the Scene
- Addressables Profiles and Analyze windows no minimum window size
- [macOS] Library folder of the opened project can be deleted which leads to the crash
- “Default Scene” dropdown field contains a spelling mistake “Default Builtin”
Resolution Note:
This value depends on the render pipeline being used; SRPs are not loaded until rendering happens, so in batch mode, if no rendering has happened, materials are only loaded as if the built in renderer is used. By contrast as the Editor has already rendered at last an empty scene the SRP has been loaded, and so in that situation you will see the expected values here.