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Fixed in 2022.2.X
Full floating precision register is used when compiling Shader to GLES3
How to reproduce:
1. Open the user's attached project
2. In the Project window, under Assets, select the Shader "Modx-CharacterDissolve"
3. In the Inspector window, next to "Compile and show code", select the downward arrow to open the platform menu
4. Select the GLES3x platform
5. Select "Compile and show code"
6. Search for the line "vec3 u_xlat0" in the compiled Shader
Expected result: vec3 register is not used in the compiled Shader
Actual result: vec3 register is used in the compiled Shader
Reproducible with: 2019.4.36f1, 2020.3.30f1, 2021.2.15f1, 2022.1.0b11, 2022.2.0a7
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Resolution Note (fix version 2022.2):
Fixed in 2022.2.0a9
We would recommend to use DX11-style separate texture/sampler state declaration with explicit half type information:
Without explicit data type info on the texture, we cannot guarantee the most efficient half-precision utilization on the resulting shader. This syntax variant also provides a workaround for this particular bug case.