Search Issue Tracker
Fixed in 2021.2.X
Votes
0
Found in
2020.1
2020.1.0a25
2020.2
Issue ID
1226940
Regression
No
[Vulkan] Each camera-stack layer generate a render-pass separately when render-pass are the same
Steps to reproduce:
1. Open user's attached project "StackingTest.zip"
2. Edit -> Project Settings-> Player-> Other Settings set the Graphics API to Vulkan
3. Build the Project
4. Attach it to RenderDoc
5. Open it and Capture a frame
6. Expand Event Browser
5. Notice that there are 3 same Vulkan Callbacks from Camera
Expected results: Identical camera-stack layer render-pass are combined into 1
Actual results: Each camera-stack layer generate a render-pass separately
Reproducible with: 2020.1.0b4, 2020.2.0a5
Note: Unable to test below 2020.1 due to project braking. Most likely not a regression. Also reproduces with Mobile devices
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
- Crash on "StoredGraphicsBuffer::GetGfxBufferID" when activating VFX via extention of Activation Track in Timeline window
- [Linux] Stack trace file path and line number information is missing when IL2CPP Stacktrace Information is set to "Method Name, File Name, and Line Number"
- Warnings due to obsolete Object.FindObjectsByType<T> usage and [SerializeReference] are logged when opening the Netcode for Entities setup scene
- Non-standard pointers cannot change Inspector values with arrow controls when crossing Inspector area
- No longer able to change the Toggle or Slider GameObjects' Target Graphic value and a NullReferenceException is thrown when the Target Graphic value is set to None at any point
Resolution Note (fix version 2021.2):
Fixed in: 2021.2.0a16