Search Issue Tracker
Fixed in 2022.2.X
Fixed in 2022.1.X
Votes
1
Found in
Issue ID
1390142
Regression
No
Missing keyword declarations when using dynamic branching is not obvious to user
With the recent addition of #pragma dynamic_branch it is now possible to use keywords in runtime branching style code in addition to the preprocessor code selection.
If a shader has multiple subshaders/passes with shared code, it is easy to forget to declare all the keywords that are required for the shared code. The current errors given in this situation do not really help the user. All that we tell is "undeclared identifier 'FOOBAR'". It would be much better if we could tell the user right away that they're missing the keyword declaration in this particular pass.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Character spacing value is not applied when using a specific font asset
- [Android][IL2CPP] Player crashes on __memcpy_aarch64_simd+276 when invoking native code via a plugin on some ARM64 Android devices
- [Android]Resources fail to load when the AAB build contains a large Addressables Bundle
- Unity is loading internal version of SharpZipLib instead of local version
- The Context Menu items are ordered incorrectly
Add comment