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Compute shader (deformer) going crazy with SubMesh only when applied on multiple meshes??

Discussion in 'Shaders' started by ahmidou, Apr 18, 2018.

  1. ahmidou

    ahmidou

    Joined:
    Sep 17, 2012
    Posts:
    87
    This one is quite weird, so I have this compute shader that is deforming a Mesh and I'm then using a MaterialPropertyBlock to send my position buffer to a shader.
    Everything was working fine until I had submeshes in the party.
    The funny part is it's still working fine if there just one Mesh with submeshes in the scene,
    but as soon as I add more the deformation in screwed up for thoses (but the ones without submeshes are always OK).

    multiple meshes (no submeshes) ->OK
    one mesh with submeshes ->OK
    multiple mesh with submeshes ->Broken

    Is it a limitation, or could that be a bug?
    If someone have a workaround I'd be more than welcome!

    Thanks
     
    Last edited: Apr 18, 2018
  2. LukasCh

    LukasCh

    Unity Technologies

    Joined:
    Mar 9, 2015
    Posts:
    102
    @ahmidou could you make bug report and post it here, as it would be easier to investigate what is happening there?