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Fixed in 2022.2.X



Found in






Issue ID




Compute Shader is not using defined constants when setting data with SetConstantBuffer

Shader System


How to reproduce:
1. Open project ""
2. Enter Play Mode
3. Observe the Console

For Dx11 / 12 API: Run the project as is with above instructions.

For Vullkan/Metal/OpenGL API's :
#pragma enable_cbuffer needs to be added right after #pragma kernel Execute in ComputeShaderSetConstantBufferTest.compute under \Assets directory else all tests will fail

Expected result: Console shows: "Result is 3. Should be: 3"
Actual result: Console shows: "Result is 0. Should be: 3"

- Reproducible on Windows and macOS

  1. Resolution Note (fix version 2022.2):

    Fixed in: 2022.2.0a14

    Not all shader apis support cbuffers by default. In these apis, anything declared in a cbuffer using the macro will actually be declared at global scope in a special named cbuffer (e.g. CGlobals, this is different per shader API). Trying to set these by buffer name fails because these platforms didn't preserve the cbuffers. You can forcibly enable cbuffers by using "#pragma enable_cbuffer" with this fix. In addition, DX11 had an issue with cbuffers of size < 16 which is now fixed. Alternatively, you can use the hlsl cbuffer syntax instead of the macros.

Comments (1)

  1. Ascended_Fern

    Oct 23, 2022 16:40

    Any chance of seeing this fix in 2021LTS ?

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