Search Issue Tracker
Won't Fix
Votes
0
Found in [Package]
5.7.2
Issue ID
1176260
Regression
No
[Metal] Shadergraph: Mirror Once sampler state behaves the same as Mirror sampler state
Unity version:
Version 2019.3.0a12 (d958c49352ef)
Happens on versions as early as 2019.1.14f1
Repro steps:
1. Create a new project
2. Add LWRP/Universal RP and Shadergraph
3. Create a Universal/LWRP Pipeline asset and set it as the graphics pipeline in project settings
4. Create a new shadergraph
5. Recreate the shadergraph shown in the attached image, using any texture that's not a flat color (you can use the default particle texture if you don't want to get any new textures to put in your project)
Expected result: the texture mirrors once, and clamps everywhere else, leading to 4 "copies" of the texture and clamped behavior elsewhere
Actual result: the texture mirrors over the entirety of UV space, as shown in the attached image
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 Graph Node information is briefly displayed in Graph Inspector when clicking on Category in the Blackboard
- Module installation fails with "Download failed: Validation Failed" errors when using beta.2 Hub version
- JsonConvert conversion fails trying to call GetCallbackMethodsForType when [OnDeserialized] is used in a class
- Shader Graph Category dropdown cannot be expanded/collapsed when clicking on the text
- Different text alignment in the column header in Entities "System" window
Resolution Note:
Currently Metal shading language does not have syntax for inline sampler state that would do MirrorOnce, so we fall back to Mirror.