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Resolved URP12 and deferred - does not work in build

Discussion in '2021.2 Beta' started by larsbertram1, Jul 21, 2021.

  1. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
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    i made a build from the default scene setting the default renderer to deferred which works fine in editor - but all that shows up in the build is one single paint bucket using a custom shader. all materials using bulit in Lit (deferred) are invisible.
    using renderdoc to get some insight i can see that ZERO gbuffer passes are issued.
    anybody out there having successfully built a deferred version?

    using: Unity 2021.2.0b4, win 10 pro, dx11
     
  2. LeonhardP

    LeonhardP

    Unity Technologies

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    Jul 4, 2016
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    3,143
    Hi @larsbertram1,

    We weren't able to reproduce the described behaviour. Could you please submit a bug report with a reproducible attached?
     
  3. larsbertram1

    larsbertram1

    Joined:
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    hi leonhard,
    it would is just the default scene. so create a new project, switch it to deferred an run out a build. all i can see there is something from the paint buckets using a custom shader.
    will do another test with beta 5.
     
  4. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
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    beta 5 looks fine - at least when i use the most simple scene you can imagine: just a plane, a cube and a sphere and no deferred renderer features. all materails use the LIt shader without any texture assigned.
    so it seems to be fixed with beta 5.
     
    LeonhardP likes this.
  5. LeonhardP

    LeonhardP

    Unity Technologies

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    Glad to hear that!
     
  6. pimpekdev

    pimpekdev

    Joined:
    Feb 18, 2020
    Posts:
    4
    i have the same issue, but i am using beta 9, any thoughts how can i fix it in my project?
     
  7. LeonhardP

    LeonhardP

    Unity Technologies

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    Jul 4, 2016
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    Could you please submit a bug report?