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Found in [Package]
7.3.1
Issue ID
1267645
Regression
No
[Improvement][URP]Generated GLES3x shader uses mediump precision instead of highp on local variables in fragment shader
Steps to reproduce:
1. Open user's attached project "DemoProject.zip"
2. Select Assets/Shaders/URPIsolines.shader
3. Compile code for GLES3x platform
4. Look at line 164 of generated glsl shader: "mediump float u_xlat10_0;"
Expected results: "float u_xlat10_0;" or "highp float u_xlat10_0;"
Actual results: "mediump float u_xlat10_0;"
Reproducible with: 2019.4.5f1(7.3.1), 2020.1.1f1(8.2.0), 2020.2.0a20(8.2.0)
Unable to test with: 2018.4.26f1 URP does not exist
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