Search Issue Tracker
Fixed in 2021.2.X
Votes
0
Found in
2018.4
2019.4
2020.3
2021.1
2021.2
Issue ID
1337590
Regression
No
HLSLcc generates incorrect Metal/Vulkan Shaders when tessellation factors are read in then domain stage
1. Open the attached "TessFactorReadProject.7z" project
2. Open the "ReproScene" Scene
3. Enter Play Mode
4. Observe the Game view
Expected result: Two rounded cubes are drawn, the left one is tinted red, the right one is tinted blue (See correct.png)
Actual result: Two rounded cubes are drawn but both cubes are grey (See actual.png)
Reproducible with: 2018.4.34f1, 2019.4.27f1, 2020.3.10f1, 2021.1.8f1, 2021.2.0a17
Note:
- The issue is reproducible on both Metal and Vulkan
- The issue is not reproducible on DX11 and DX12
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
- Rigged GameObject doesn’t return to its idle state when disabling "Preview" and the GameObject has nested rigged GameObjects
- Error "ArgumentException: Trying to use an invalid resource" when creating custom post-processing effect in URP
- [DX12] GameObjects using CommandBuffer DrawProcedural and DispatchCompute calls have color flicker when changing color and moving mouse cursor
- The Player becomes unresponsive after resolution switch in Exclusive Fullscreen mode when using DX12 Graphics API
- (Apple Silicon) Floating point inconsistencies between mono and il2cpp
Resolution Note (fix version 2021.2):
Fixed in: 2021.2.0b1