Search Issue Tracker
Fixed in 5.5.0
Votes
0
Found in
5.3.0b3
Issue ID
738205
Regression
No
[Shaders] Lightmap in shader always samples in lowp then is cast to back to highp
Steps to reproduce:
1. Download and import attached project. (repro-case_738205-PerformanceTest.zip)
2. Select Shader "Mobile Test".
3. Press "Compile and show code".
4. Look at 45'th line of shader code. (may differ, or search for line " uniform mediump sampler2D _MainTex; ", shown in a screenshot)
Expected result: There should not be multiple conversions between highp -> lowp.
Actual result: unity_Lightmap is always sampled as lowp and then converted back to highp.
Reproduced on: 5.3.0f4, 5.3.0b3, 5.2.2f1, 5.1.4f1
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- var VisionOSEDRHeadromm has a comma instead of a dot when building with Metal Rendering App Mode and local OS localization is set to German
- IAP Catalog remove product “x” and add product “+” buttons are not consistent with other remove and add buttons in the Editor
- Performance issues in Play Mode when quickly hovering the mouse cursor over Hierarchy GameObjects
- Frame Debugger displays incorrect output when FidelityFX Super Resolution or Spatial-Temporal Upscaler is used with Temporal Anti-aliasing or Subpixel Morphological Anti-aliasing
- The layout system is failing to correctly calculate or apply the height of the Japanese fallback font when the primary English font's metrics are used
Add comment