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URP Post-processing doubles draw calls

Discussion in 'Universal Render Pipeline' started by sswitalski, Jan 24, 2020.

  1. sswitalski

    sswitalski

    Joined:
    Aug 24, 2017
    Posts:
    6
    When I turn on PP for my URP project, i get a double in draw calls right away - even without any effects active. Is this normal?
     
  2. Cynicat

    Cynicat

    Joined:
    Jun 12, 2013
    Posts:
    290
    I've had similar problems, it looks in the frame debugger like it's forcing a depth prepass while postFX are active, even when none of the active effects need it. If any shader in the scene has a depth prepass available it'll get called while post processing is active. =<
     
  3. BattleAngelAlita

    BattleAngelAlita

    Joined:
    Nov 20, 2016
    Posts:
    400
    Enabling post processing when you use MSAA force unity to do a depth pre-pass. Even if no one effect is enabled.
     
  4. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,624
    Why though?
     
  5. Cynicat

    Cynicat

    Joined:
    Jun 12, 2013
    Posts:
    290
    Yup, if you disable MSAA it seems to go away. Though there's no reason unity needs to do a depth prepass here, i tried rendering with only shaders that don't have the depth pass and it renders perfectly fine. Probably a URP bug.
     
  6. sswitalski

    sswitalski

    Joined:
    Aug 24, 2017
    Posts:
    6
    That fixed it - thank you guys.