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Won't Fix
Won't Fix in 2023.1.X
Votes
1
Found in
2022.2.0b7
2023.1.0a9
Issue ID
UUM-12320
Regression
No
[VFX Graph][Oculus][GLES 3] Skinned Mesh and Mesh sampling effects do not appear when TexCoord is used
How to reproduce:
- Import the attached pacakge
- Switch Grpahics API to GLES 3
- Deploy project to Oculus 2
Expected result:
!image-2022-08-18-15-38-36-294.png|width=131,height=131!
Actual result:
!image-2022-08-18-15-39-01-335.png|width=136,height=127!
!image-2022-08-18-15-41-28-091.png!
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Resolution Note:
Every single sample of a property in Skinned Mesh Sample will generate an independent binding for a ByteAddressBuffer (because every single channel could be separate into an independent buffer).
Here, we are sampling every possible texCoord within the same VFX, if you are splitting the access, it would solve the issue reducing the amount of buffer needed.
Resolution Note (2023.1.X):
Every single sample of a property in Skinned Mesh Sample will generate an independent binding for a ByteAddressBuffer (because every single channel could be separate into an independent buffer).
Here, we are sampling every possible texCoord within the same VFX, if you are splitting the access, it would solve the issue reducing the amount of buffer needed.