I try this and work only first rect.
D3D11_RECT rc[2];
rc[0] = {0, 0, 16, 16};
rc[1] = {32, 32, 64, 64};
m_d3d11DevCon->RSSetScissorRects( 2, rc );
Documentation link: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476478(v=vs.85).aspx
Which scissor rectangle to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader (see shader semantic syntax). If a geometry shader does not make use of the SV_ViewportArrayIndex semantic then Direct3D will use the first scissor rectangle in the array.
Each scissor rectangle in the array corresponds to a viewport in an array of viewports (see ID3D11DeviceContext::RSSetViewports).
The conditions for being able to use multiple scissor rectangles are therefore:
Otherwise the behaviour is that only the first scissor rect is used.
ID3D11DeviceContext::RSSetViewports)."
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