Search Issue Tracker
Fixed in 2.1.8
Votes
0
Found in [Package]
2.1.7
Issue ID
1182118
Regression
No
Post-Processing layer's OnPreCull method creates a material every frame
Steps to reproduce:
1. Download attached project
2. Turn on Deep Profiling in the Profiler
3. Enter play mode
4. Pause the game and disable Profile recording after a few seconds
5. Observe that any given frame has a block called "get_copyStdMaterial" in "PostProcessLayer.BuildCommandBuffers"
Results: "PostProcessLayer.BuildCommandBuffers" is called when a material is created which shouldn't happen every frame when using Post-Processing layer's
Reproduced with: 2020.1.0a3, 2019.3.0b2, 2019.2.4f1, 2018.4.9f1
Tested and reproduced with Post Processing Package: 2.0.9, 2.1.7
Note:
- Not reproducible when using Post-Processing which is integrating into Universal RP and HDRP
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on __pthread_kill when opening a specific project
- "Draw Additional Lights Shadowmap" calls increase when custom MaterialBlockProperty is used
- Crash on _platform_memmove when importing the "Dragon Crashers - URP 2D Sample Project" to a new 2D project
- "Shader is not supported on this GPU" warnings and and shaders are not loading when building the project for non-Chromium browsers
- [iOS][URP] The screen flickers and the "Execution of the command buffer was aborted due to an error during execution" error is thrown continuously
Add comment