Search Issue Tracker
Won't Fix
Votes
0
Found in [Package]
7.4
Issue ID
1273445
Regression
No
URP Assets, set in Graphics Settings on Runtime are not taken into account when building an application
To reproduce:
1. Open the attached project;
2. Open ShaderVariantTool: Window> ShaderVariantTool;
3. Make sure "level1" URP asset is set in Graphics Settings and "level2" URP asset is set in "SetPipelineAsset" game object;
-note: this asset (level1) has Additional Lights disabled, level2 asset (which is being set in runtime) has Additional Lights Per-Pixel.
4. Build the project and check shader variant count in the ShaderVariantTool or .csv file saved in your Project folder;
5. Clear Shader Cache;
6. Disable "SetPipelineAsset" in the scene;
7. Build the project and check shader variant count.
Expected result: URP asset that is being set on runtime should be taken into account while building (in this case shader variant count should be higher when SetPipelineAsset game object is enabled);
Actual result: URP assets that are not set in Graphics or Quality settings are not taken into account while building (the shader variant count remains the same), additional lights are not rendered when setting URP asset at runtime
Tested and reproduced on: 7.4, 8.2, 10.0.0-preview.26, master
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
- Inspector elements are rendered twice when the script component is added via drag-and-drop while the HideFlags.HideInInspector property is set
- Error "Light baking failed with error code 5 (Convergence data not available while rendering lightmaps)" thrown in Console when generating lighting for specific GameObjects
- Copy and Paste options for an Animation Property value are disabled in the Right click contextual menu
- Asset is not found when searching the Label "NewLabel" in Search Window
- "Compute dispatch: missing texture ID..." and "Compute dispatch: missing UAV ID..." warnings are thrown after changing the platform in High Definition 3D template
Resolution Note:
We do not plan to support correct pipeline changign at runtime without having it specified in quality settings.