Search Issue Tracker
Fixed in 2020.2.X
Fixed in 2020.1.X
Votes
0
Found in
Issue ID
1235706
Regression
No
[Caching Shader PP] Virtual texturing macros don't work with new PP
Input:
#define UNITY_DECLARE_TEX2D(tex) Texture2D tex; SamplerState sampler##tex
#define DECLARE_STACK_BASE(stackName) UNITY_DECLARE_TEX2D(stackName##_transtab);
DECLARE_STACK_BASE(VT)
Expected:
Texture2D VT_transtab; SamplerState samplerVT_transtab;
Actual:
Texture2D VT _transtab ; SamplerState samplerVT_transtab ;
(note the space between VT and _transtab)
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Graphics.DrawProcedural doesn't work like in DX11 when used with DX12
- [Quest 2] Running Entities Graphics/BatchRendererGroup under Vulkan results in a frame rate drop compared to OpenGLES 3 and causes Tile Binning to cost more
- Filters dropdown: Window doesn't rescale on items collapse
- Sprite Preview is broken when the Sprite is too tall or too wide
- Objects are invisible in Scene view when using Wireframe Shading Mode
Add comment