Steps to Reproduce:
- Open the attached “IN-146818” Project
- Open the OutdoorsScene
- Enter Play mode
- Open Window > Analysis > Rendering Debugger
- Navigate to Rendering > GPU Resident Drawer Settings and enable "Display Culling Stats"
- Observe all the available culling stats in the Rendering Debugger
Actual Result: The GPU Occlusion Culling system executes its pipeline update loops, but fails to cull hidden geometry. The BRG/GRD stats indicate that GPU Resident Drawer is working correctly
Expected Result: The GPU Occlusion Culling system should cull all of the obstructed meshes
Reproducible with: 6000.5.2f1, 6000.6.0a2 (64de5ee36373), 6000.6.0b2 (de66c00feac7), 6000.7.0a1
Not reproducible with: 6000.0.78f1, 6000.3.19f1, 6000.6.0a1 (7dc703ab9bd8)
Reproducible on: macOS 26.5 (M1), Windows 11 (By reporter)
Not reproducible on: No other environments tested
Notes:
- The project is configured with HDRP, GPU Resident Drawer (Instanced Drawing), and GPU Occlusion Culling enabled in the HDRP Asset settings
- Batch Renderers Group Variants is set to "Keep All" in Graphics settings
- Renderers in the enclosed environment are flagged with Occluder Static and Occludee Static properties
- All materials use HDRP/Lit with Enable GPU Instancing turned on
- Disabling and re-enabling the Wall GameObject can be used to further observe the culling behavior (or lack thereof)