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By Design
Under Consideration for 2022.2.X
Votes
3
Found in
2022.2.20f1
Issue ID
UUM-36596
Regression
Yes
[HDRP] Sprite renderer backface normals are wrong when double side is on
Steps to reproduce:
- Open scene in attached project
- Look at game view rendering
Expected (2022.1.23f1):
!image-2023-05-24-09-44-36-506.png|width=809,height=573!
Result (2022.2.20):
!image-2023-05-24-09-45-18-743.png|width=823,height=544!
Notes:
Issues reported by a forum user here : [https://forum.unity.com/threads/is-this-a-bug.1404370/#post-9031408]
I inspected the rendering between the two version in Renderdoc and found that for some reasons de sprite's mesh has different tangents than the quad, but it is the same in both versions so it should not be the cause if the issue.
Comments (2)
-
HANGIYA_2016
Sep 02, 2023 17:28
Even enabling "Instantiation" in 2023.1.11f1 doesn't solve the problem, adding animated components and coloring material animations turns the entire sprite white!
-
HANGIYA_2016
Sep 02, 2023 17:27
即使在2023.1.11f1 enable Instancing 也无法解决这个问题,增加动画组件,并且对材质进行着色动画,整个精灵都会变白
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Resolution Note:
Prior to 2023.1, Sprites are always dynamically batched and hence Tangent data were pre-transformed before being drawn on a batched call. URP-2D was also using the same dynamic-batching, hence the issue.
To avoid this issue you may want to enable Instancing for such use-cases to avoid dynamic-batching that cause this issue.
In 2023.1 we added support for SRP-Batcher and it has become the primary batching system for URP-2D which also fixes it