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
- Manual reference page for Grid Selection is missing
- Awaitable.NextFrameAsync causes GC Alloc 0.7 KB when using CancellationToken
- Prefab "Overrides" list item popups are overridden when navigating with keyboard arrow keys
- Alpha Tolerance setting does not affect generated outlines when generating Custom Physics Shape in the Sprite Editor
- The information/help message section misses a margin in the "Profiler" window
Add comment