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Fixed

Won't Fix in 6000.4.X

Fixed in 6000.5.0a5

Votes

0

Found in

2022.3.56f1

6000.0.33f1

6000.4.0a4

6000.5.0a1

Issue ID

UUM-93100

Regression

No

[URP] When Rendering Layers are enabled, the DepthNormalPrepass is enabled even if not used

SRP Foundation

-

Steps to reproduce:
1. Open the attached user's project "Test-2022-3-47f1.zip"
2. Navigate to "Assets/URP-HighFidelity-Renderer.asset" and make sure "Render Objects" Renderer Feature is disabled
3. Enter Play Mode and enable Frame Debugger
4. Observe DrawDepthNormalPrepass does not appear in the list of Render Passes
5. Enable "Render Objects" Renderer Feature
6. Observe DrawDepthNormalPrepass appears in the list of Render Passes

Expected Results: the DrawDepthNormalPrepass is not enabled when the Render Objects Renderer Feature is enabled since it does not support Rendering Layers
Actual Results: The DrawDepthNormalPrepass is enabled unnecessarily

Reproducible on: 2022.3.56f1, 6000.0.33f1, 6000.0.0b2

Testing Environment: Windows 11
Not reproducible on: No other environment tested

Notes:
-If Rendering Layers are enabled, any Renderer Features that are used will enable the extra render passes required for Rendering Layers even if the Renderer Feature does not support Rendering Layers such as the Render Objects Renderer Feature
-The default behavior of a renderer feature needing extra passes for rendering layers is to unnecessarily enable the DepthNormalPrepass instead of using DrawOpaqueObjects pass to get the required depth texture

  1. Resolution Note:

    Graphics: Fixed case where adding Decal using RenderingLayer and another ScriptableRendererFeature requested DepthNormalPrePass to be added wrongly in URP.

  2. Resolution Note (fix version 6000.5.0a5):

    Graphics: Fixed case where adding Decal using RenderingLayer and another ScriptableRendererFeature requested DepthNormalPrePass to be added wrongly in URP.

  3. Resolution Note (fix version 6000.5.0a5):

    Fixed in 6000.5.0a5

  4. Resolution Note (6000.4.X):

    Thank you for reporting a bug to Unity.

    We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available.

    Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.

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