LWRP instancing does not work on Xiaomi Mi 8

Probably I am the first one to encounter this issue.

It is 3.0.0-preview, just create 2 Quad objects, assign the same material with shader “LightweightPipeline/Standard (Simple Lighting)”, with Enable GPU Instancing on, the quads are not rendered on the device.

Legacy pipeline with Mobile/Diffuse is good.

Can you please log a bug so this doesn’t get lost :slight_smile:

https://fogbugz.unity3d.com/default.asp?1076566_cge3t3m2kpn26bpq

With un-modified 3.0.0-preview, the rendering is good if pipeline asset’s Vertex Lighting is on.

In Lighting.hlsl > LightweightFragmentBlinnPhong(), if inputData.bakedGI is used, you may encounter this issue. inputData.bakedGI is not initialized in MixRealtimeAndBakedGI() if the geometry is fully real-time (not _MIXED_LIGHTING_SUBTRACTIVE).