DrawMeshInstancedIndirect generating more SetPass calls than expected

Trying to understand a weird issue with DrawMeshInstancedIndirect and pointlights.

Example:
Legacy rendering pipeline
1 mesh with single material with 2 passes, opaque forwardbase + forwardadd.

With a single directional light the numbers are as expected: 2 setpass calls
But with a single pointlight that number jumps to 20 !
Shadow cast/receive is off, no GI, no lightmaps etc.

The Frame Debugger shows a ton of extra draw calls in the Transparency pass regardles of which pass i disable in the shader.
Why would there be any transparent draw calls when the only shader pass is Opaque ForwardBase?
Any why so many?

Does anyone have any idea what’s wrong with DrawMeshInstancedIndirect + pointlights?

Can you submit a bug with a small repro? It will make it easier for us to investigate.

Please reply here with the case number once you have it.

Thanks!

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As usual, i’m failing to reproduce this issue in a new barebone project.
I’ll file a bug once i found the culprit… hopefully. Thanks for the response!

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