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By Design
Votes
0
Found in
2020.2.0b2
2021.1
2021.1.0b2
2021.2
Issue ID
1307602
Regression
Yes
Non-float32 Mesh is automatically converted to foat32 when generating it at runtime
Steps to reproduce:
1. Open user's attached project "NonFloat32AttributeSkinningIssue-2020.1.zip"
2. Enter Play mode
3. In the Hierarchy window select "Cube"
4. Under the Mesh component select the referenced mesh "Runtime Generated"
5. Notice the "Tangent" float value in the Inspector window
Expected results: Runtime generated non-float32 vertex format is preserved
Actual results: Runtime generated non-float32 format is automatically changed to float32 format
Reproducible with: 2020.2.0b2, 2020.2.2f1, 2021.1.0b5, 2021.2.0a3
Not Reproducible with: 2020.2.0b1
Could not test with: 2019.4 due to detailed information about the mesh is not displayed
Note:
-This issue is very similar to 1215575
- A video is attached in the edit field
Comments (1)
-
Peter77
Feb 04, 2021 18:13
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Resolution Note:
On D3D11, the GPU Skinning is now using Compute Shader instead of Geometry Shader.
Nvidia GPU are more efficient with compute shader in that case.
This approach doesn't support float16, thus, mesh are automatically converted during import.