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Third Party Issue

Votes

0

Found in

2018.4

2019.4

2020.3

2021.1

2021.1.0f1

2021.2

Issue ID

1334013

Regression

No

[Windows] Semantics are not holding consistency between vertex output and fragment input

Shader System

-

How to reproduce:
1. Open the user's attached project and Scenes/semantics scene
2. Observe the Cube in the Game view

Expected result: the color of the Cube is rendering world position
Actual result: the Cube is grey

Reproducible with: 2018.4.35f1, 2019.4.28f1, 2020.3.11f1, 2021.1.10f1, 2021.2.0a19

Notes:
1. Not reproducible when Graphics API is set to Vulkan, OpenGLCore, OpenGLES2, or OpenGLES3
2. Reproducible when Graphics API is set to Direct3D11 and Direct3D12
2. With Direct3D12 Cube is transparent
3. Issue is not reproducible when struct members of vertex output and fragment input order is the same

  1. Resolution Note (2021.2.X):

    It looks like it's just the way that FXC and DXC work - they don't respect the TEXCOORD index and just use the order of declaration for register allocation. There's also no way to manually specify the register index.
    It seems the only way to do this correctly is to keep the order of declaration the same between shader stages.

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