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By Design

Votes

0

Found in

2022.2.0a17

Issue ID

UUM-6309

Regression

No

Custom pass does not draw renderers when HDRP Pipeline set to "Deferred Only"

-

How to reproduce:
1. Open the user's provided project "BackgroundDarkeningOnPS4.zip"
2. Observe how the colors are shown in Game view
3. Build and Run

Expected result: The objects appear with the same colors as in Editor
Actual result: The objects in the Player are desaturated

Reproducible with: 10.5.0 (2020.3.15f2), 10.8.1 (2020.3.33f1), 10.9.0 (2020.3.35f1)
Could not test with: 7.7.1 (2019.4.40f1), 12.1.7 (2021.3.4f1), 13.1.8 (2022.1.4f1), 14.0.3 (2022.2.0a15) (due to 'RendererListDesc is obsolete' errors)

Reproducible on: macOS (Intel) Monterey 12.3.1

Notes:
- When HDRP is configured to be "Both" or "Forward Only" issue does not reproduce
- HDRP set to "Deferred Only" makes masking not work as the renderers are not drawn (confirmed with Frame Debugger, draw call is missing)

  1. Resolution Note:

    Hello,

    As stated in the documentation, custom passes using the Forward shader passes of HDRP to render the objects, this is essential to keep the flexibility of being able to render objects during any injection point.
    When you build a project with Deferred only mode, Unity will strip all the Forward shaders during the build, thus disabling all the DrawRenderer custom passes. To fix this issue you need to include the Forward variants of the shader in your build by selecting the mode "Both" in the Lit Shader Mode of the HDRP asset.

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