Some effects need do custom pass in URP with commandbuffer.drawRenderer, but it didn’t work well with multiple lights, the additional (point) lighting suddenly goes off at some view angle.
To be more specific,
the variable unity_LightData.y bumps between 1 & 2 depending on camera view angle in my custom draw call.
if I disable custom pass and use builtin URP passes, the problems are gone.
4yrs ago I posted a reply in a thread:
4 years later its 2020 and the problem still exist. please anyone fix this? or do I need issue a bug report?
I’ve recently discovered that most command buffer methods will yield unpredictable/incorrect results when called from a render pass. Afaik this is not documented anywhere and even Unity’s own example projects do this, so I’m assuming this is either lack of documentation/poor design/a bug, or all three at once.