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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

Graphics - LowLevel

-

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

  1. 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.

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