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Found in
6000.0.65f1
6000.3.3f1
6000.4.0b3
6000.5.0a4
Issue ID
UUM-130842
Regression
Yes
Inconsistent shader rendering and warnings across graphics APIs when StructuredBuffer is unbound
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
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