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Fixed in 2021.3.26f1
Fixed in 2021.3.X, 2022.2.X, 2023.1.X, 2023.2.X, 2023.2.0a1
Votes
0
Found in
2020.3.44f1
2021.3.16f1
2022.2.2f1
2023.1.0a25
2023.2.0a1
Issue ID
UUM-22593
Regression
No
[Metal] Shader is broken when using SV_PrimitiveID
How to reproduce:
1. Open the attached project "Metal PrimitiveID Bug" and load Scene "ReproScene"
2. Observe the Scene
Expected result: The Shader of the Cube in the Scene appears as intended
Actual result: The Shader of the Cube is broken
Reproducible with: 2020.3.44f1, 2021.3.16f1, 2022.2.2f1, 2023.1.0a25
Reproduced on:
- MacOS (Intel) Editor
Notes:
- The issue does not reproduce when using OpenGLCore as the Graphics API
Comments (2)
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flyer19
Mar 06, 2024 05:42
using unity 2023.2.11f1
flyer19
Mar 06, 2024 05:40
DS_Output DS( HS_ConstantOutput HSConstantData,
const OutputPatch<HS_ControlPointOutput, 3> Input,
float3 BarycentricCoords : SV_DomainLocation,uint idTriangle : SV_PrimitiveID )
{
DS_Output Output = (DS_Output)0;
float fU = BarycentricCoords.x;
float fV = BarycentricCoords.y;
float fW = BarycentricCoords.z;
float3 pos = Input[0].pos * fU + Input[1].pos * fV + Input[2].pos * fW;
float2 uv=Input[0].uv * fU + Input[1].uv * fV + Input[2].uv * fW;
Output.uv=uv+idTriangle;
Output.pos = UnityObjectToClipPos (float4(pos.xyz,1.0));
return Output;
}
using idTriangle still not work