Search Issue Tracker
Not Reproducible
Votes
0
Found in
5.0.0p3
Issue ID
685757
Regression
Yes
Shader compilation errors with the NFAA antialiasing effect
The NFAA antialiasing effect in the standard assets requires Shader Model 3.0. However, it lacks a proper shader target declaration ("#pragma target 3.0"), and because of that, it emits shader compilation errors while building a Windows standalone player.
Comments (3)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Remote Config] PreparePayloadWithConfigType function is looking for camelCase property names, when the JSON objects are using PascalCase naming
- UI Builder Viewport's Tool Gizmo has deadzones
- SpriteShapes are rendered using multiple draw calls when the SRP Batcher determines their nodes are incompatible in a specific project
- UI Toolkit Debugger "Pick Element" selects Scene view panel when trying to select a world space UI element in the Scene view
- MSAA warnings are thrown when custom post-processing is used and the Scene contains transparent GameObjects
XMachinaX
Jul 31, 2015 12:28
For those that need a bit more guidance, just add :
#pragma target 3.0
at the end of the CGProgram declarations
Michel G
May 29, 2015 18:16
How did you fix the compilation error?
Ajinkya
Apr 18, 2015 17:16
It did fix the compilation error but it didn't show up in the update. I had to add the declaration on the code on my end.