Search Issue Tracker
By Design
Votes
0
Found in
Issue ID
1058803
Regression
No
[LWRP] Only first pass gets rendered when using multi-pass shaders
SRP Repo: Issue #1469
I'm currently porting over shaders from a project which uses a multipass shader. However, only the first pass gets rendered. If I comment out the first one, only the second one shows up. No Shadergraph, just pure shader code. LWRP.
Comments (3)
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
- Required SpriteMask class (ID 331) is stripped when "Strip Engine Code" is enabled
- “Maximized serialized file backup not found” error is thrown when minimizing a window in a newly opened project
- Build stack trace contains invalid lines when building with IL2CPP using scripts with delegates containing generic types in the signature
- Entities Systems window has a “Show Full Player Loop” dropdown which does nothing when clicked after enabling “Show Full Player Loop”
- Entities Hierarchy Search “Show/Hide” button’s Lens Icon is blurry when the Editor is on an external monitor
cassidycurtis
Aug 29, 2019 21:29
It would be really nice if Unity could actually state these limitations up-front in the documentation, rather than leaving it to users to stumble upon them. Even better would be to explain why this design choice was made.
GubaLord
Jul 26, 2019 15:53
This is a fantastic design.
Are there any alternatives to reproduce multipass shader behaviour in lwrp?
jjxtra
Feb 24, 2019 23:56
Also crippled by this issue in LWRP, sigh...