Search Issue Tracker
By Design
Votes
0
Found in
2017.3.0b5
Issue ID
959928
Regression
No
[Compute] ComputeShader.SetFloats only works for first data in float array
Only the first data (i.e. floatarray[0]) of float array is correct in compute shader, which values are set using ComputeShader.SetFloats in C# script.
Step:
1. Open repro scene
2. Hit play.
Expected result: the sphere is yellow
Actual result: the sphere is red
Reproducible in : 2017.3.0b5, 2017.2.0f3 ,2017.1.2p1, 5.6.3p3
Comments (2)
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
- URP Terrain Demo crash on burst_signal_handler after Generating lighting
- Project window button icons are poorly visible and their shades differ in Light theme
- GC.Alloc called by HDRenderPipeline.LensFlareMergeOcclusionDataDrivenPass() when playing the default HDRP Sample Template project
- Automatic LOD fails and SRP Batcher incompatibility occurs when using spline-based quad-topology meshes
- Editor crashes on D3D12GetInterface when repeatedly enabling and disabling 256 text components
ModLunar
Jun 13, 2018 00:08
Uh.. why was this made by design on purpose? Doesn't this waste space? Or should we be making our code more optimized for the way GPU needs padding on stuff? (Or something like that?)
Destolos
Mar 07, 2018 11:06
I have the same problem. It seems to be that only every fourth value is used.
For example:
I want to set "1, 2, 3, 4, 5, 6, 7, 8, 9"
But I have to do: "1, x, x, x, 2, x, x, x, 3,