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Help  Chain Renderer with Burst can not use Point Light
#2
(22-08-2024, 08:11 AM)asimofu_ok Wrote: I updated to Obi 7 and Chain Renderer no longer accepts forward_add passes for Point Light, Spot Light, etc.
The render is built-in and the Solver is Burst.

There seems to be a problem with Graphics.RenderMeshInstanced() used in BurstChainRopeRenderSystem.cs but I don't know what to do.

Hi,

This is a bug in Unity. Mesh instances in the built-in render pipeline don't render any extra lighting passes when using the forward rendering path: they only perform the main forward pass (ForwardBase), and hence are only lit by the main directional light. No ForwardAdd passes are performed.

The solution is to switch to the deferred rendering path, or to another pipeline (both URP and HDRP behave correctly in this case).

See this related thread: http://obi.virtualmethodstudio.com/forum...-4312.html
Also see: https://discussions.unity.com/t/how-to-u...ing/717600

Notably, when using Graphics.DrawMeshInstancedIndirect additional passes do seem to work. Unfortunately we can't use the indirect version for our purposes.

kind regards,
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Messages In This Thread
RE: Chain Renderer with Burst can not use Point Light - by josemendez - 22-08-2024, 08:52 AM