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Won't Fix

Votes

0

Found in

2021.3.30f1

2022.3.9f1

2023.1.14f1

2023.2.0b10

2023.3.0a4

Issue ID

UUM-49207

Regression

No

[Android] Shader has incorrect UVs when built on Android devices with an Adreno 740 GPU

-

How to reproduce:
1. Open the "IN_54866" project
2. In the Build Settings "Run Device" dropdown, select the desired device
3. Press Build And Run
4. Observe the Player

Expected result: Shader UVs are rendered without empty spaces
Actual result: Shader UVs are rendered with empty spaces

Reproduible with: 2021.3.30f1, 2022.3.9f1, 2023.1.14f1, 2023.2.0b10, 2023.3.0a4

Reproeudicble on: Windows 10 Pro, macOS 13.5.1 Darwin 22.6.0 (M1) (user reported)
Not reproducible on: No other environment tested

Reproducible on these devices:
VLNQA00523, Samsung Galaxy S23 (SM-S911U), Android 13, CPU: Snapdragon 8 Gen 2 (SM8550), GPU: Adreno (TM) 740
VLNQA00531, Oneplus OnePlus 11 5G (CPH2449), Android 13, CPU: Snapdragon 8 Gen 2 (SM8550), GPU: Adreno (TM) 740
Samsung Galaxy S23+ (user reported)
Samsung Galaxy S23 Ultra (user reported)

Not reproducible on these devices:
VLNQA00512, Samsung Galaxy S9 (SM-G960F), Android 10, CPU: Exynos 9 (9810), GPU: Mali-G72
VLNQA00120, Google Pixel 2 (Pixel 2), Android 8.1.0, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540
VLNQA00267, Samsung Galaxy S10+ (SM-G975F), Android 12, CPU: Exynos 9 (9820), GPU: Mali-G76
VLNQA00178, Xiaomi Redmi Note 4 (Redmi Note 4), Android 6.0, CPU: MediaTek Helio X20 MT6797M, GPU: Mali-T880
VLNQA00489, Htc 10 (HTC 10), Android 6.0.1, CPU: Snapdragon 820 MSM8996, GPU: Adreno (TM) 530
VLNQA00494 - iPhone 14 Pro Max, 16.3.1 iOS
VLNQA00358 - iPhone 12, 14.1 iOS

Note:
-not reproducible on the Windows Standalone, WebGL and iOS Platforms

  1. Resolution Note:

    Won't fix: User's shader errors of mismatching data types:
    for example:
    [HideInInspector] _MyPathIndex ("My Path Index", Float) = 0
    UNITY_DEFINE_INSTANCED_PROP(fixed, _MyPathIndex)
    But user uses SetInt function to set the value
    public void SetMyPathIndex(int index)
    {
    SetInt(MyPathIndexId, index);
    }

    Changing the shader code to use correct types fixes the issues:
    [HideInInspector] _MyPathIndex ("My Path Index", Int) = 0
    UNITY_DEFINE_INSTANCED_PROP(int, _MyPathIndex)

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