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Bug Hybrid Renderer Issues with multiple materials

Discussion in 'Graphics for ECS' started by Soaryn, Jun 17, 2022.

  1. Soaryn

    Soaryn

    Joined:
    Apr 17, 2015
    Posts:
    328
    When trying use submeshes and multiple materials, while the entities are created and render properly, Material overrides don't seem to support this default behavior.

    Example being the HDRP Sample Ball in the middle of the screen at the start. If multiple materials exist it creates sub entities, and none of these entities carry over the override. Furthermore, if they did then it would be slightly problematic as it would be affecting potentially more than desired. It'd be nice in authoring to be able to choose either in the override or in a separate component for conversion to handle this for us.

    Alternatively a authoring time method of choosing a submesh instead of a mesh filter.


    Desired Expectant: Both the center logo on the left, and the full mesh on the right should be the same color.
    (Left, Multi material Mesh Render) (Right, single material mesh render)
    upload_2022-6-17_3-43-8.png


    Version info:
    Unity 2021LTS
    Hybrid Renderer 0.51
     
    fcorbel likes this.