Search Issue Tracker
By Design
Votes
0
Found in [Package]
11.0.0
Issue ID
1292470
Regression
No
[HDRP] Light Layers change the render result of a specific Custom Pass in a Build when certain graphics APIs are used
How to reproduce:
1. Open the attached project named "Case_1292470"
2. Open the CustomPass Scene
3. Observe the Game view. The window will have a red tint
4. Build and Launch the project
5. Observe the Player window
Expected result: The Player will have the same red tint as in the Editor's Game view
Actual result: The Player will have a dark tint applied instead
Reproducible wtih: 7.5.1(2019.4.15f1), 8.2.0(2020.1.14f1), 10.2.0(2020.2.0b12), 11.0.0(2021.1.0a7)
Could not test with: 2018.4.30f1(HDRP was in early preview)
Reproducible with Graphics APIs - D3D11, D3D12, Vulkan
Not reproducible with Graphics APIs - Metal
Notes:
1. If Light Layers are disabled in the Render Pipeline Asset, the build then receives the red tint as expected
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
- Red spots appear when Blending Lighting Scenarios using Adaptive Probe Volumes
- [Windows] About Unity Window needs to be opened twice to adapt to resolution
- NullReferenceException and temporary graph corruption after entering playmode if output node connection was changed
- Sprite Renderer with Animation does not reflect Sprite changes in the Scene when switching Mask Interaction
- Error "NullReferenceException: Object reference not set to an instance of an object" is present when loading 3D text mesh in Player from an asset bundle that is built with an older Editor version
Resolution Note:
Data side issue. An unlit master node should be used for this effect with DrawMesh call