Search Issue Tracker
By Design
Votes
0
Found in
5.6.4p3
Issue ID
1004733
Regression
No
Surface Shader bug: #pragma hardware_tier_variants generates corrupt UV's
Steps to reproduce:
1. Open attached project "WaterBug.zip"
2. Inspect "SimpleShader_Bug.shader"
3. Uncomment line 19 "#define UNITY_HARDWARE_TIER3 1"
4. Enter play mode and observe. (Might have to intensify the lights a bit depending on the version you open)
5. Checkerboard visible on the plane, moving along built in time value in the shader
6. Go back to "SimpleShader_Bug.shader"
7. Comment the line 19 and enter Play mode again
8. Observe only the red colour showing up, but the UV map is gone, no checkerboard, no animation
Expected: The animation and checkerboard should be visible with the line commented out because technically doing that is not correct behaviour. The line was only added to hardcode a shader variant into the shader to show working versus broken functionality.
Actual: The Edit->Graphics Emulation -> Shader Hardware Tiers are not correctly working, as the user suggested, possibly the UV map is being corrupted
Reproduced on: 5.6.5p2, 2017.1.3p1, 2017.2.2f1, 2017.3.1p2, 2018.1.0b9
Please note from the conversation below:
"As I demonstrated in the initial bug report, the reason this texture is
not displayed is because the the uv-values are not unpacked from the
"v2f_surf" input structure into the "surfIN.uv_MainTex" structure before
calling my surface shader.
So the uv-values passed to my surface shader are invalid:
surfIN.uv_MainTex.x is set to 1.0, and surfIN.uv_MainTex.y is never set so
it is undefined."
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
- Crash on Umbra::QueryExt::queryStaticShadowCasters when opening a specific project
- Crash on GfxDeviceD3D12Base::DrawBuffersCommon when opening a specific project
- Shader variants are recompiled while Building when the Platform is switched and changed back after the first Build
- Crash on memcpy when importing lightmaps after GI bake
- NullReferenceException is thrown when creating the TextMeshPro component and entering the Play Mode without importing TMP Essentials
vavyfygaf
May 15, 2019 09:14
You can track the details of your issue after searching this on it this was the surface shader that has some bugs on it. I have to get the all data on Unity that was on https://customessaysreviews.com/essaymama-com-review/ this has the all data on it that was good to read on all aspect.