Search Issue Tracker
By Design
Votes
0
Found in
2018.3.0f1
2019.1.7f1
2019.2.0a1
2019.3.0a1
2020.1.0a1
Issue ID
1183185
Regression
No
Unlit Shaders on Mesh objects call ForwardAdd and ForwardBase in the wrong order when using Static Batching
How to reproduce:
1. Open User's attached "SurfaceShaderUsePassBug.zip" project ("Switch target" if prompted)
2. Load "SampleScene" found in the Scenes folder
3. Enter the Play mode
4. Observe four big squares in the middle (green and yellow with green squares) for a couple of seconds
Expected result: all squares stay lit (as visible in Scene mode) as Camera moves Z-axis
Actual result: middle four squares (Mesh objects) do not stay lit as Camera moves Z-axis
Reproduced in: 2018.4.11f1, 2019.2.10f1, 2019.3.0b7, 2020.1.0a9
Could not reproduce in: 2017.4.33f1 ("Unknown shader channel count" console error)
Notes:
- the issue is visible only in the Play mode
- not reproduced with Sprite Renderer object instead of a Mesh object
- reproduced with newly created default Unlit Shader (User uses a custom Unlit Shader)
- in versions 2019.3.0b7 and above Quad Mesh appears to stay lit, while Simple Generated Mesh still encounters this issue
- one workaround would be to add "DisableBatching"="True" tag to the shader
- another workaround would be to either disable Batching or use only Dynamic batching through Project settings -> Player
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
- Crash on ExtractActiveCasterInfo when navigating the scene view in a project with specific lighting data
- Build Profile name increments when numeric suffix is removed from duplicate Profile name
- "Unrecognized block header in profiler data file, stopping deserialization" error is shown and no more profiler data is recorded when the Player is connected and profiler recording is enabled/disabled few times
- Shader error and warnings thrown when setting HDRP as an Active Target in Blank Shader Graph
- Visual Studio Code does not integrate with the project when the .slnx project is opened
Resolution Note:
the objects are static batched so rendering order has a possibility that it won't queue up the same way compared to not batching