Steps to reproduce:
1. Open the attached user's project "IN-150840_SdfBakerOobRepro.zip"
2. Download the "SdfBakerRepro.cs" script and attach it to "GameObject" in the Hierarchy (Remove "SdfBakerOobRepro" component)
3. Set the "Mode" of the attached component to "Defect 2 only"
4. Set Player Settings > Other Settings > Graphics APIs for Windows to Vulkan only
5. Build a Windows standalone Player (Development Build)
6. In Vulkan Configurator, enable "Configure System Vulkan Layers", select the Validation configuration and enable GPU Assisted Validation (GPU Dump off, Safe Mode and "Force on robustness features" off)
7. Run the built Player
8. Search "Player.log" for "06936"
Actual result: "access out of bounds" validation errors (VUID-vkCmdDraw-storageBuffers-06936) are thrown from Hidden/VoxelizeShader while writing the counter buffer
Expected result: no validation errors are thrown during the bake
Reproducible with: 6000.0.83f1, 6000.3.24f1, 6000.6.0f1, 6000.7.0a6
Testing Environment: Windows 11
Not reproducible on: no other environment tested
Notes:
-Not reproducible in the Editor
-Cause: in Shaders/SDFBaker/RayMapVoxelize.shader, ComputeCoordAndDepthStep() derives the depth-axis voxel coordinate from fragment depth and never clamps it - "coord = (pos.xyz * float3(myScreenParams, dimZ));"
-The same run also produces 6 out-of-bounds reads of accumCounter in BakeSDF.DistanceTransform. These are downstream of this defect, not a separate issue - they disappear when the mesh is pulled inside the volume
-Suggested fix: clamp after the coordinate is computed and before the boundary checks - coord = clamp(coord, int3(0,0,0), int3(dimX,dimY,dimZ) - 1);