Search Issue Tracker
Won't Fix
Votes
0
Found in
6000.0.24f1
6000.1.0a7
6000.3.0a1
6000.4.0a1
Issue ID
UUM-84879
Regression
No
Constant buffer is not properly updated for the depth pass when rendering a custom mesh with graphics jobs
Reproduction steps:
1. Open the attached “repro_IN-85432“ project (Update: Start the editor with the {{force-graphics-jobs legacy}} command line argument)
2. Open the “Assets/Scenes/SampleScene.unity“ Scene
3. Enter the Play Mode
4. Observe the “Cube“ GameObject
Expected result: The constant buffer is properly updated for the depth pass, resulting in correct shadows on the cube
Actual result: The constant buffer is not properly updated for the depth pass, causing incorrect shadows on the cube
Reproducible with: 2023.3.0a11, 6000.0.24f1
Not reproducible with: -2021.3.45f1, 2022.3.51f1, 2023.3.0a10- (Update: Haven't found a version that supports graphics jobs and doesn't reproduce.)
Reproducible on: Windows 10 (22H2)
Not reproducible on: No other environments tested
Notes:
- -Not reproducible with DirectX11- (Update: Reproduces on DX11, DX12, Vulkan, and OpenGL at least)
- Reproducible in Player
- Enabling the “Frame Debugger“ (“Window → Analysis → Frame Debugger“) while in Play Mode seems to force the constant buffer to update properly and fixes the issue
- User debugged this with The “RenderDoc“ application and found that “unity_LightShadowBias” is most likely the culprit
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
- Build fails when building a project containing an 18+ dimension array with IL2CPP
- [Android][Sentis] Human poses are not detected when using the BlazePose model
- Sprite Editor Outline Tool Overlay is not displayed when no Sprite is selected
- “No method with RuntimeInitializeOnLoadMethod attribute” warning from ReadmeEditor.cs is thrown after installing Project Auditor Rules
- Projection matrix is altered when using RasterCommandBuffer.ClearRenderTarget on DX12 and Metal
Resolution Note:
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.