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
- var VisionOSEDRHeadromm has a comma instead of a dot when building with Metal Rendering App Mode and local OS localization is set to German
- IAP Catalog remove product “x” and add product “+” buttons are not consistent with other remove and add buttons in the Editor
- Performance issues in Play Mode when quickly hovering the mouse cursor over Hierarchy GameObjects
- Frame Debugger displays incorrect output when FidelityFX Super Resolution or Spatial-Temporal Upscaler is used with Temporal Anti-aliasing or Subpixel Morphological Anti-aliasing
- The layout system is failing to correctly calculate or apply the height of the Japanese fallback font when the primary English font's metrics are used
Add comment