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Third Party Issue

Votes

1

Found in

2021.3.35f1

2022.3.20f1

2023.2.11f1

2023.3.0b7

6000.0.0b11

6000.1.0a7

6000.2.0a1

7000.0.0a1

Issue ID

UUM-64863

Regression

No

Shader is rendered pink or not rendered at all in the Editor and Player when the Precision is set to "Half" in the Shader Graph and the Android or iOS Platform is selected

-

How to reproduce:
1. Open the "IN_69207" project
2. In the Build Settings make sure the Android Platform is selected
3. In the Project Window open the "CircularLine" Shader
4. In the Graph Inspector, make sure the Precision is set to "Half"
5. Save the changes
6. Open the "New Scene"
7. Observe the Game View

Expected result: "CircularLine" is rendered and a white circle is visible
Actual result: "CircularLine" material is rendered pink or invisible

Reproducible with: 2021.3.35f1, 2022.3.20f1, 2023.2.11f1, 2023.3.0b7

Reproducible on:
Windows 10 Pro (Editor and Android Player)
Windows 10 (user reported)
macOS 14.2.1 (Intel) (Editor)
VLNQA00267, Samsung Galaxy S10+ (SM-G975F), Android 12, CPU: Exynos 9 (9820), GPU: Mali-G76
VLNQA00178, Xiaomi Redmi Note 4 (Redmi Note 4), Android 6.0, CPU: MediaTek Helio X20 MT6797M, GPU: Mali-T880
VLNQA00120, Google Pixel 2 (Pixel 2), Android 8.1.0, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540

Notes:
- Not reproducible when Windows Standalone platform is selected
- Not reproducible on the Windows Standalone Player
- Also reproducible in the Android Player
- Reproducible on both Vulkan and OpenGLES Graphics API
- Also reproducible when the iOS Platform is selected
- When iOS Platforms is selected the shader is not rendered at all
- Couldn’t test on iOS device due to build errors

  1. Resolution Note:

    We've dug into this issue quite a bit across several engineers. The root cause seems to be the FXC shader compiler attempting to optimize precision under certain conditions and failing to resolve them correctly.

    There are some lower level fixes, such as disabling FXC optimizations or forcing DXC compilation, but neither of these have supported workflows in Shader Graph at the moment.

    For now, we recommend changing the node's precision from 'inherit' to 'single' on nodes where this issue shows up. We will raise the issue with FXC and explore better integration with DXC in the future.

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