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Under Consideration for 6000.5.X

Fix In Review for 6000.0.67f1

Fixed in 6000.3.6f1, 6000.4.0b6

Votes

0

Found in

6000.0.20f1

6000.3.2f1

6000.4.0b2

6000.5.0a5

Issue ID

UUM-130842

Regression

Yes

Inconsistent shader rendering and warnings across graphics APIs when StructuredBuffer is unbound

Graphics Device Features

-

How to reproduce:
1. Extract and open the attached “IN-127615.zip“ project
2. Open the “Assets/Scene/SampleScene.unity” scene
3. Navigate to Edit → Project Settings → Player → Other Settings
4. Ensure that the option “Auto Graphics API for Windows“ is unchecked
5. Ensure that “Direct3D12“ is on top of the “Graphics APIs for Windows“ list
6. Restart the Editor
7. Observe the Console and the Game view

Actual result: The “Cube“ GameObject does not render, and warning messages appear in the Console
Expected result: The “Cube“ GameObject renders, and no warning messages appear in the Console

Reproducible with: 6000.0.20f1, 6000.0.65f1, 6000.3.3f1, 6000.4.0b3, 6000.5.0a4
Not reproducible with: 6000.0.19f1

Reproducible on: Windows 11
Not reproducible on: No other environment tested

Notes:
- In D3D11, the “Cube“ GameObject renders, and no warnings are present in the console (same with GLCore)
- In D3D12, the “Cube“ GameObject does not render, and the following warning message is present: ”d3d12: Fragment Shader "Custom/TestSurfaceShaderWithComputeBuffer" requires a buffer (SRV) "_BufferData" at index 5, but none provided. Skipping draw calls to avoid crashing.”
- In Vulkan, the “Cube“ GameObject does not render, but there are no warnings or errors
- In version 6000.20f1, the warning message ”Attempting to draw with missing bindings“ is spammed every time the mouse hovers over the Game window

  1. Resolution Note (fix version 6000.4.0b6):

    Fixed in 6000.4.0b6

  2. Resolution Note (fix version 6000.3.6f1):

    Fixed in 6000.3.6f1

  3. Resolution Note (fix version 6000.0.67f1):

    Fixed in 6000.0.67f1

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