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Won't Fix
Votes
1
Found in
2021.3.36f1
2022.3.21f1
2023.2.13f1
2023.3.0b10
6000.0.0b11
Issue ID
UUM-65359
Regression
No
Blend Nodes half values are not optimized when generated half floating point precision is used with float values
Reproduction steps:
1. Open the attached “ASDQWE” project
2. In the Project Window, select the “ShadowReceiverOpaqueDoubleSided.Shadergraph” Shader Graph
3. In the Inspector Window, press the “View Generated Shader” button
4. In the generated shader, search for “Unity_Blend_Overlay_half”
Expected result: Half floating point uses half values (example of this: *half result1 = half(1.0) - half(2.0) * (half(1.0) - Base) * (half(1.0) - Blend);*)
Actual result: Many values use full float precision (example of this: *half result1 = 1.0 - 2.0 * (1.0 - Base) * (1.0 - Blend);*)
Reproducible with: 2021.3.36f1, 2022.3.21f1, 2023.2.13f1, 2023.3.0b10
Reproducible on: macOS 14.3.1 Sonoma (Intel), Windows 10 (user’s)
Not reproducible on: No other environment tested
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Resolution Note:
We are comprehensively reviewing our node implementations. You are correct, that the omission here may result in inappropriate precision for the given operations. However, we do not want to introduce potential disruptions for existing user outcomes without addressing this issue more comprehensively. I'm closing this as won't fix, but you can expect to see this issue addressed in later versions.