Search Issue Tracker
Fixed in 12
Votes
0
Found in [Package]
12.0.0
Issue ID
1313977
Regression
No
[URP] Increasing the amount OF real-time lights breaks GPU Instancing
Repro steps:
1. Open the attached project "LightingTest.zip"
2. Build and Run on Quest
3. Attach the Frame Debugger
4. Observe 4 draw calls to for the cubes
5. Leave only one light in the scene and rebuild
6. Observe that there's only one instanced draw call
Actual result: Adding real-time lights to the scene leads to cube draw calls not being instanced anymore
Reproducible with: 2019.4.21f1 (URP 7.3.1), 2020.2.6f1 (URP 10.3.1), 2021.1.0b8 (URP 11.0.0), 2021.2.0a5 (URP 12.0.0)
Note: Found with Quest, but reproduces on Android without XR.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Resizing Profiler Module Details panel and releasing mouse button outside Unity doesn't cancel resize
- "Auto-hide gizmos" preference is not saved when reopening the project
- Sampling a custom depth texture on a machine with a GTX 1080 makes object's textures display the wrong color when in Play mode or Player
- Terrain is missing the Hidden/TerrainEngine/Details/WavingDoublePass shader when AssetBundles are built in older Unity Versions
- [Android] URP Project crashes when built on a device with PowerVR Rogue GE8320 GPU
Add comment