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By Design
Votes
1
Found in
2019.4
2020.1
2020.2
2020.2.0a15
Issue ID
1259743
Regression
No
[Bug] Shader behavior discrepancy when OpenGL is used compared to other Graphics APIs
How to reproduce:
1. Open the attached project named "Case_1259743"
2. Open the Sample Scene and enter Play mode
3. Open Scene view and observe the shader behavior on one of the Spheres
4. Exit Play mode and switch the used graphics API to OpenGL Core
5. Repeat Steps 2 and 3
Expected result: The behavior of the Shader remains the same as with other graphics APIs
Actual result: The shader highlights wrong triangles creating completely different result comparing to graphics APIs
Reproducible with: 2019.4.4f1(7.0.1, 7.4.1), 2020.1.0b16(8.1.0, 9.0.0-preview.35), 2020.2.0a18(10.0.0)
Could not test with: 2018.4.25f1(Could not downgrade the project due to compilation errors)
Notes:
1. OpenGL Core, OpenGLES2 and OpenGLES3 display different output compared to other graphics APIs
2. D3D11, D3D12 and Vulkan behave identically between each other and display the expected result
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Resolution Note (2020.2.X):
OpenGL uses last primitive vertex as provoking vertex for flat shading. All other APIs use the first one, hence the discrepancy.