Search Issue Tracker
Fixed in 2022.2.X
Votes
0
Found in
Issue ID
1388292
Regression
No
[Shaders] [DXC] Using Native16Bit requirement pragma does not work for DX12 target
Reproduction steps:
1. Make an empty project
2. In ProjectSettings -> Player make sure the Gfx API is D3D12
3. Add the attached shaders Native16Bit.shader and Native16Bit.compute to the project
4. Select them one at a time and click "Compile and show code" in their inspector window (make sure the target is D3D for the .shader file)
5. Enable
Expected result: the shaders compile successfully, displaying the generated DXIl bytecode disassembly
Actual result: the shaders fail to compile with errors containing "use of undeclared identifier 'float16_t4'" or similar messages
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Particle System only collides with one Terrain Collider at a time when Collision Type is set to 'World'
- Editor crashes on StoredGraphicsBuffer::GetGfxBufferID when VFX Graph property is modified during Play Mode and Application.targetFrameRate is used to limit FPS
- Crash on NVAPI_Thunk when changing Player resolution while HDR display is used and Direct3D12 is set as the graphics API
- Only one out of multiple cameras is shown in the Play Mode while HDR display is used and Direct3D12 is set as the graphics API
- The "Paste Component as New" option is incorrectly displayed as active despite the action being prohibited
Add comment