It seems to be somewhat random and it just flickers on and off. The replaced textures are often hard to recognize, but some of them seem to be Speed Tree billboards. It also seem to depend on the viewport position of the particles, as it happens more often when the particles are close to the edge of the screen. My guess is that it comes from some kind of race condition in particles rendering when using graphics jobs, but I can’t know for sure.
For now, we’ve been unable to reproduce the bug in a separate project that we could use for a bug report, and we’re unable to pinpoint exactly the conditions needed to get this bug.
Did anybody see this and know a workaround to fix it?
We have concluded that the problem resides in the SpeedTree new billboard shader; replacing the 5.5 shader with the 5.4 one fixes the aformentioned issue.
@maxxa05 could you please update the post title to better describe what’s going on here? Better are the chances that the right person from the graphics team at Unity will take a look at this if the title reflects the actual problem (which might well be SpeedTree shader in this case).
Are you using the latest patch version of 5.5? Are you able to share the project so we can attempt to recreate the bug? I believe we recently fixed an issue with memory being incorrectly used that may be related.
We can provide a way to upload larger projects. Submit a bug report with the information you have and post the bug number here. I will then ask QA to get back to you with details on how to submit large projects which we can append to the bug report.