Steps to reproduce:
The repro case is problematic due to complexity as it requires a complicated enough scene to run into particle instance buffer synchronization issues. This requires multiple particle systems being observed at once, multiple render passes for each including depth, projector, and BIRP forward pass, graphics jobs enabled, and unknowns related to scene complexity.
This has been seen on a large customer project with fixes verified there.
This bug has seen several dsicussion threads but the closure is here: https://unity.slack.com/archives/C06TQ6134/p1700045776981079
Actual results:
When viewing more than one particle system visual corruption can occur where meshes appear to swap over between two seperate particle systems (or entirely overlap) rapidly and create a flickering effect.
Expected results:
Particle systems should only be rendering the configured data.
Reproducible with versions:
2022.3.17f1
Not reproducible with versions:
Can’t test with versions:
Tested on (OS):
Windows, Android
Notes:
Regression-point is unknown since we can't easily use anything here to test it backward, however we do know that this didn't occur for us in 2019.4 at least.