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.
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
- [OpenGLES][XR] Zooming in on the camera's URP opaque texture causes "double vision" on Quest in OpenGLES3
- “[Worker0] Could not generate preview image“ error when opening macOS native plugin in the Inspector with Architecture to build for set to ARM 64-bit
- [iOS] Application.absoluteURL is empty on Awake/Start when opening via deep link with Splash Screen disabled
- Crash on MemoryManager::Deallocate when rapidly calling Addressables.LoadAssetAsync
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
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.