Search Issue Tracker
Fixed in 2019.1.X
Fixed in 2018.4.X
Votes
0
Found in
2018.2.1f1
Issue ID
1065883
Regression
No
[Metal] Edge-Length Tessellation throws compilation error when using vertex normal on the vertex function
Steps to reproduce:
1) Open the attached project (1065883_repro.zip).
2) In PlayerSettings, set the Graphics API to Metal.
An error is thrown in the Console:
Shader error in 'EdgeLengthTessellationIssue': 'vertexDataFunc': output parameter 'v' not completely initialized at line 28 (on metal)
Compiling Vertex program with UNITY_PASS_SHADOWCASTER SHADOWS_DEPTH INSTANCING_ON
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING
The shader won't compile with Metal. This problem does not occur with OpenGL.
Reproduced on:
2018.3.0a8, 2017.1.4p1
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Add comment