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Default Vuforia's material names are wrapped and displayed in multiple l...
All the default material's names for Vuforia asset's predefined database are displayed in multiple lines under mesh renderer for Ima... Read more
Really short videos stutter when played in the Inspector or Video Player
How to reproduce: 1. Open the attached project (videoflicker.zip) 2. In the Assets, navigate to "out_60f.mp4" 3. Play the video in t... Read more
Crash on strpbrk or create_conn if sending same UnityWebRequest twice
How to reproduce: 1. Open the attached project 2. One Tool > One Tool to Bind them all 3. Extend "Test Upload" tab 4. Write anything... Read more
Possible to choose shader functions / shader graph nodes as a shader for...
Currently looking for reproduction steps on this one, it happened after a shader graph shader failed to compile. Basically the list... Read more
Moving nodes around can cause other nodes to elongate.
I'm looking for reproduction steps, it is inconsistent when and where this happens. Larger pre existing graphs don't have this probl... Read more
Dragging doesn't seem to work
Sub graphs cannot be dragged into the shader graph panel, In addition to properties as seen in this issue #346. Thus it appears drag... Read more
Normals not rendering correctly
I am using a normal map that I've baked from within Blender. When applying it to the Lightweight Standard PBR shader it outputs corr... Read more
[ShaderGraph] Unity version control does not Perforce check out shader g...
Using Unity's built in Perforce version control, when you edit a shader file and click "save asset" the log shows an unauthorized ac... Read more
Triplanar Shader uses screen space instead of world space
We are trying out the shader graph editor, but when working with the triplanar node we found out that it is using screen space and n... Read more
[ShaderGraph][iOS] Vertex Colour ignored on actual Device.
I created the shader graph as shown in the image. The purpose is to be able to use the vertex colour information in the model, expor... Read more
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