Search Issue Tracker
Won't Fix
Votes
0
Found in
2018.3.5f1
Issue ID
1150357
Regression
No
Code of shader compiles incorrect positional data when compared to original shader file
To reproduce:
1. Import attached shader "2017.shader" into any project
2. In Project window, select the Shader file
3. In Inspector window, use the drop down arrow to expand shader menu and select one API, say GLES3
4. After the selection is ticked, Compile and show code
5. While in code editor, search for u_xlat0
Expected: shader code is compiled according to shader provided
Actual: compiled shader code's positional transformations differ from shader provided
Reproduced in: 2017.4.26f1, 2018.4.0f1, 2019.1.1f1, 2019.2.0a14, 2019.3.0a1
Note: reproduces on any API selected
Note2: examples of incorrect behavior:
"o.pos.z = -o.pos.z" :
expected "u_xlat0.xyz = u_xlat0.xyz * vec3(1.0, 1.0, -1.0);"
actual: "u_xlat0.xyz = u_xlat0.xyz * vec3(-1.0, 1.0, -1.0);" (x axis should not be inverted)
"o.pos.z = o.pos.z + 1.0":
expected: "u_xlat6 = u_xlat0.z + 1.0;"
" gl_Position.z = u_xlat6"
actual: addressed transformation is not applied to gl_Position.z
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
Resolution Note (2019.3.X):
[various]
Closing older low priority bugs that have not increased in user pain and are not blocking for users shipping projects.