Unity Issue Tracker - Constant buffer is not properly updated for the depth pass when rendering a custom mesh with graphics jobs
Closed
UUM-84879
Constant buffer is not properly updated for the depth pass when rendering a custom mesh with graphics jobs
Unity: DirectX12
Won't Fix
6.4.X
6.3.X
6.2.X
6.1.X
6.0.X
2023.3.X
2023.3.0a11 onwards
Cancelling: the 6000.1 version has reached its end of life. If you need additional fixes, please upgrade to a newer Unity version.
Reproduction steps:
1. Open the attached “repro_IN-85432“ project (Update: Start the editor with the force-graphics-jobs legacy command line argument)
2. Open the “Assets/Scenes/SampleScene.unity“ Scene
3. Enter the Play Mode
4. Observe the “Cube“ GameObject
Expected result: The constant buffer is properly updated for the depth pass, resulting in correct shadows on the cube
Actual result: The constant buffer is not properly updated for the depth pass, causing incorrect shadows on the cube
Reproducible with: 2023.3.0a11, 6000.0.24f1
Not reproducible with: 2021.3.45f1, 2022.3.51f1, 2023.3.0a10 (Update: Haven't found a version that supports graphics jobs and doesn't reproduce.)
Reproducible on: Windows 10 (22H2)
Not reproducible on: No other environments tested
Notes:
Not reproducible with DirectX11 (Update: Reproduces on DX11, DX12, Vulkan, and OpenGL at least)
Reproducible in Player
Enabling the “Frame Debugger“ (“Window → Analysis → Frame Debugger“) while in Play Mode seems to force the constant buffer to update properly and fixes the issue
User debugged this with The “RenderDoc“ application and found that “unity_LightShadowBias” is most likely the culprit
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Have a workaround or additional info about this issue?