Search Issue Tracker
Duplicate
Votes
0
Found in
2018.3.0a5
Issue ID
1064741
Regression
No
[iOS][Shaders] EdgeLengthBased and Phong objects aren't rendered when using Tesselation Shader
To reproduce:
1. Open project attached by QA or use [Shaders] FTP from qa-project-share collab
2. Build ShaderTest_Custom_Tesselation scene
3. Run it on mobile device
Expected result: Each supported game object should be rendered correctly
Reproduced with: iPhone X iOS 11.4.1, iPad Pro iOS 11.4
Android devices show that this shader is not supported (tested with Razer Phone and Samsung Galaxy S8).
Reproduced with: 2018.3.0a6 (da73f99a4e02), 2018.2.0b7
Not reproducible with 2017.4.6f1 (not supported)
2018.1.3f1 Xcode throws this error:
program_source:245:21: error: use of undeclared identifier 'edgeTessellationFactor'
u_xlat0.x = edgeTessellationFactor[2] + edgeTessellationFactor[2];
Fixed in 2019.1.0a2
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
- The Scene view flickers when moving around if there are visible Hair Shaders
- The gradient ShaderGraph is inverted when using the Perceptual blend mode
- Particle System allocates large amounts of memory when it is very far away from the origin of the Scene
- [Build Profile] [VisionOS/iOS/tvOS] - Build Player Library button is getting displayed depending on the selected build target
- EnsureRunningOnMainThread error in TessellationJob.ApplyInset
This is a duplicate of issue #1065883