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

Package: Shader Graph

-

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

  1. Resolution Note:

    Currently Metal shading language does not have syntax for inline sampler state that would do MirrorOnce, so we fall back to Mirror.

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.