#Unity 6 Rendering Debugger - Overdraw?

1 messages · Page 1 of 1 (latest)

undone crater
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Hey guys,
I just discovered where the Overdraw function got shuffled to, under the Rendering Debugger.
However when using it it gives me some really strange results, the entire scene / prefab I have opened is giving me bright rainbow colors. Even overtop of things I know are a single polygon. It looks like it's reading lightmap data / cubemap reflections and that is affecting the colorized output.
This is a show of our floor (1 poly thick) with a few stoves and a character foot - and showing the "Opaque" overdraw mode.

I am also having a hard time finding this issue or very clear instructions on how to use this function in Unity 6.
Any advice, tips, or resources you can point me to?

warm acorn
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I don't have a solution for you but I can confirm it's absolutely not supposed to look like that

undone crater
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Thanks for the confirmation at least!

left forge
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I believe the opaque overdraw mode is supposed to display solid colors
Mine's a different kind of broken (objects flickering in and out) so I can't show how it's meant to be

undone crater
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@left forge Yeah, and we got it to work the first time I turned it on
But using it in a live scene, during play mode, or in a constructed prefab - all I get is this blown out white and rainbox look

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it doesnt work in the one place I need it to :v

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might need to find a way to check these outside of a prefab ... or a testing method that un-prefabs it

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I was hoping to use this as an easy visualization tool for our VFX artists. show why some of the massive amount of transparenct overdraw we have is becoming a problem

peak cove
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Hello, i'm slightly hijacking this thread.
I have 2 projects that seem to be setup the same way (both URP, same version). In one, i have the overdraw mode with this colored charts, in the other, i just have a white additive shader. I can't find how to change it. Would you know where the difference is ?

left forge
peak cove
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Unity 6.0 / URP 17.04 for both, DX11. Using the Rendering Debugger, i don't have the same behavior with Overdraw Mode.
The white shading seem to be the old behavior ? Never met the colored one before, but it's easier to visualize the overdraw number with it.

left forge
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Because you have a reproduction of the issue, the answer is also in either one of your setups

peak cove
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6000.0.58f2 for both

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yes probably 😅

left forge
# peak cove yes probably 😅

So you should be telling us rather than asking us how they're different since presumably you created them and know what steps lead them to ultimately being different

peak cove
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well i didnt create them, so i'm trying to find out where the difference is, since the behavior is undocumented, just in case someone stepped in the same issue

left forge