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Fixed
Fixed in 5.1.2, 6.0.0-pre.5
Votes
0
Found in [Package]
5.1.0
Issue ID
ARFB-368
Regression
Yes
ARKitBackground shader Console warnings
Synopsis
The upcoming Mobile AR Template exposes Console Warnings for ARKitBackground shader.
Configuration
Unity 2022.3.13f1
MacBook Pro — Intel
Mobile AR Template (com.unity.template.mobile-ar-template, branch: main, commit: 879fd5c2)
ARF 5.1.0
iPad Pro (11-inch)(2nd generation) iOS 15.3.1
How to See the Bug
Attach an iPhone or iPad to your computer.
Use Unity 2022.3.13f1 to open the repro project; open Assets/Scenes/SampleScene.
File > Build Settings > Set build target to iOS.
File > Build Settings > Build
Build succeeds, but note Console warnings (see below). This is the bug.
Note
These Console Warnings occur regardless of the Depth Texture Mode choice (After Opaques, After Transparents, or Force Prepass).
Assets > Settings > URP-Performant-Renderer > Rendering > Depth Texture Mode
Console Warnings
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Shader warning in 'Unlit/ARKitBackground/AfterOpaques': 'mul': implicit truncation of vector type at line 110 (on metal)
Compiling Subshader: 0, Pass: ARKit Background Occlusion Handling, Vertex program with ARKIT_BACKGROUND_URP ARKIT_ENVIRONMENT_DEPTH_ENABLED
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: ARKIT_HUMAN_SEGMENTATION_ENABLED SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_FULL_STANDARD_SHADER UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING
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Shader warning in 'Unlit/ARKitBackground/AfterOpaques': 'mul': implicit truncation of vector type at line 300 (on metal)
Compiling Subshader: 0, Pass: AR Camera Background (ARKit), Vertex program with ARKIT_BACKGROUND_URP
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: ARKIT_ENVIRONMENT_DEPTH_ENABLED ARKIT_HUMAN_SEGMENTATION_ENABLED SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_FULL_STANDARD_SHADER UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING
—————————————————
Shader warning in 'Unlit/ARKitBackground': 'mul': implicit truncation of vector type at line 104 (on metal)
Compiling Subshader: 0, Pass: , Vertex program with ARKIT_BACKGROUND_URP
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: ARKIT_ENVIRONMENT_DEPTH_ENABLED ARKIT_HUMAN_SEGMENTATION_ENABLED SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_FULL_STANDARD_SHADER UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING
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