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Under Consideration for 6000.0.X
Votes
0
Found in
6000.0.0b16
6000.1.0a7
Issue ID
UUM-85056
Regression
No
A BatchDrawCommand is using a pass from the shader “Universal Render Pipeline/Particles/Lit” that is not SRP Batcher compatible
User reported this with GPU resident drawer or Shaders.
It has nothing to do with Rendering Debugger framework.
[Unity 6 Rendering Debugger breaking URP shader SRP compatibility when DisplayCullingStats enabled - Unity Engine - Unity Discussions|https://discussions.unity.com/t/unity-6-rendering-debugger-breaking-urp-shader-srp-compatibility-when-displaycullingstats-enabled/1538661]
The setup is the following :
* New clean project
* URP (last version 17.0.3)
* Unity 6000.0.23f1
* Render asset is the default PC_RPAsset that comes with the newly created project
* Forward+
* Static batching disabled
* GPU resident drawer set to “Instanced Drawing”
* GPU Occlusion Culling enabled
Then I have created a simple material using the URP/Particles/Lit shader, placed a plane in my scene with this material on it. So far so good :
Then I start the Rendering Debugger, and uder the Rendering Debugger tab, I switch the “Display Culling Stats”, and it gives me that result in my scene :
The console is now printing this error :
({_}A BatchDrawCommand is using a pass from the shader “Universal Render Pipeline/Particles/Lit” that is not SRP Batcher compatible. Reason: “Material property is found in another cbuffer than “UnityPerMaterial”” (_BaseMap_TexelSize){_}
{_}This is not supported when rendering with a BatchRendererGroup (or Entities Graphics). MaterialID: 4 (“test”), MeshID: 1 (“Plane”), BatchID: 3.{_})
And now if I select the shader, it’s saying that it is no longer SRP compatible!
The only way to fix this is to do a reimport of the folder {*}Packages/Universal RP/Shaders/{*}.
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