Search Issue Tracker
Won't Fix
Votes
0
Found in
2018.2.0f2
Issue ID
1059656
Regression
No
[Metal] Shader output shows corrupted textures
Reproduction steps:
1. Open the attached project (ECSSample00.zip).
2. Play the 'main' scene.
- Notice a texture shape.
3. Open the "Shaders/sprite_instanced.shader" file.
4. Comment line 65: float2 uv = float2((vid&0x1) == 0 ? uv0.x : uv0.z, (vid/0x2) == 0 ? uv0.y : uv0.w)
5. Uncomment line 64: float2 uv = float2((vid&0x1) == 0 ? uv0.x : uv0.z, (vid/2) == 0 ? uv0.y : uv0.w);
6. Play the main scene again.
Actual behavior (Screenshots attached):
- Texture shape gets corrupted.
Reproduced with:
2018.1.1f1, 2018.1.9f1, 2018.2.3f1, 2018.3.0a8
Note:
Couldn't test with OpenGL: "-------- GLSL link error: ERROR: Implementation limit of 4096 (e.g., number of built-in plus user defined active uniforms components) exceeded, vertex shader uses 12300 total uniforms."
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
- "Shader warning in 'Hidden/Light2D': implicit truncation of vector type" is thrown when building Universal 2D template
- AI Assistant breaks compilation of packages using System.Runtime.CompilerServices.Unsafe via auto-referencing
- Unity Hub checks the "Documentation" module by default on the 6.4 and 6.5 streams despite that it was unchecked with the previous installs
- Shortcut that toggles between Dopesheet and Curves Views in the Animation Window's Timeline is mislabed
- Property List Items Overlap onto the Property List's top edge when scrolling through a long Property List
Resolution Note:
This is "HLSL" compiler issue (not in our pipeline). The "fix" is easy - just use vertexid as *uint* as it should be, otherwise HLSL compiler adds some weird code to do signed division (why 0x2 works - i guess it is treated as unsigned, at least unsigned ops are generated)