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LWRP instancing does not work on Xiaomi Mi 8

Discussion in 'Graphics Experimental Previews' started by macrod, Aug 29, 2018.

  1. macrod

    macrod

    Joined:
    Dec 9, 2012
    Posts:
    32
    Probably I am the first one to encounter this issue.

    It is 3.0.0-preview, just create 2 Quad objects, assign the same material with shader "LightweightPipeline/Standard (Simple Lighting)", with Enable GPU Instancing on, the quads are not rendered on the device.

    Legacy pipeline with Mobile/Diffuse is good.
     
  2. Tim-C

    Tim-C

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    2,225
    Can you please log a bug so this doesn't get lost :)
     
  3. macrod

    macrod

    Joined:
    Dec 9, 2012
    Posts:
    32
  4. macrod

    macrod

    Joined:
    Dec 9, 2012
    Posts:
    32
    With un-modified 3.0.0-preview, the rendering is good if pipeline asset's Vertex Lighting is on.

    In Lighting.hlsl > LightweightFragmentBlinnPhong(), if inputData.bakedGI is used, you may encounter this issue. inputData.bakedGI is not initialized in MixRealtimeAndBakedGI() if the geometry is fully real-time (not _MIXED_LIGHTING_SUBTRACTIVE).
     
    Last edited: Sep 3, 2018