Search Issue Tracker
Fixed in 10.2.0
Votes
3
Found in [Package]
9.0.0-preview.15
Issue ID
1235070
Regression
No
[ShaderGraph] Shader loses SRP Batcher compatibility if Texel Size node is used
How to reproduce:
1. Open the attached project named "Case_1235070"
2. Open the Test shader graph
3. Observe the Inspector window which shows that the shader is SRP Batcher compatible
4. Connect the Texel Size node to the master and save the graph
5. Observe the Inspector window again
Expected result: Shader remains SRP Batcher compatible
Actual result: Shader becomes incompatible with SRP Batcher
Reproducible with: 2018.4.21f1, 2019.3.9f1, 2020.1.0b5, 2020.2.0a7
Could not test with: 2017.4.38f1(No package manager)
Reproducible with package versions: 6.9.2, 8.0.1, 9.0.0-preview.15(git master)
Notes:
Comments (1)
-
organick
Nov 03, 2020 20:52
Seeing the same issue, here's the message in the inspector:
Material property is found in another cbuffer than "UnityPerMaterial" (_MainTex_TexelSize)Relevant generated shader code:
Constant Buffer "$Globals" (1856 bytes) on slot 0 {
Vector4 _MainTex_TexelSize at 1824
Vector4 _RendererColor at 1840
}
Constant Buffer "UnityPerMaterial" (32 bytes) on slot 1 {
Float _OutlineThickness at 0
Vector4 _OutlineColor at 16
}
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
- [macOS] Project fails to load when Virtual Artifacts are Corrupted
- Long scheduler times on main thread when using InstantiateAsync with a singular massive Prefab
- The project hangs upon opening it when importing the "discrete_rank2_vector_v2_0.onnx" file
- Opening the Look Dev hangs the Editor when the window is opened for the first time in the project or after deleting the Library folder
- Look Dev has blurry icons on 4k monitors
Resolution Note (fix version 10.2.0):
Fixed in ShaderGraph 10.2.0 which is available in Unity 2020.2