Search Issue Tracker
By Design
Votes
0
Found in [Package]
12.0.0
Issue ID
1334356
Regression
No
[HDRP] Mesh artifacts are drawn with CommandBuffer.DrawMeshInstanced when using a ShaderGraph or some of the HDRP Materials
How to reproduce:
1. Open the user's attached "Fives.zip" project
2. Open the "DevRoom1" Scene
3. Enter Play Mode
4. Press the left mouse button couple of times
5. Press the Pause button
6. Set the Shading Mode to Wireframe in the Scene view
7. Observe the Meshes in the Scene view
Expected result: No Mesh artifacts
Actual result: Mesh artifacts are drawn
Reproducible with: 10.5.0 (2020.3.10f1), 11.0.0 (2021.1.8f1), 12.0.0 (2021.2.0a17)
Could not test with: 7.6.0 (Assets\Rendering\TestRenderFeature.cs(14,30): error CS0115: 'TestRenderFeature.CustomRenderPass.OnCameraSetup(CommandBuffer, ref RenderingData)': no suitable method found to override)
Notes:
- The issue is not reproducible with HDRP/Unlit
- The issue is reproducible with Shader Graph and HDRP/Lit/Simple Lit Materials
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
- Skinned Mesh Renderer with multiple Animator Components does not render when "Optimize Game Objects" is enabled
- [iOS]Certain characters are not displayed when using iOS devices with 18 OS and newer
- Trees do not render in 'Unity Terrain - URP Demo Scene'
- Silent crash when clicking in Scene View in a specific project
- The Player renders black on a Quest headset when MSAA, Post Processing, and Spacewarm depth submission are enabled
Resolution Note:
https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html
You're passing -1 to the CommandBuffer.DrawMeshInstanced() shaderPass call, which causes it to render all passes.
I think it doesn't repro with Unlit because that shader doesn't have a shadowcaster pass.