Search Issue Tracker
Fixed in 10.2.0
Votes
1
Found in [Package]
7.3.1
Issue ID
1241602
Regression
No
[Shader][Mobile]Sample Texture 2D LOD Node causes pink textures when Graphics API is set to OpenGL ES 2.0
Reproduction steps:
1. Open the attached project "ShaderGraph.zip"
2. In the Project window open "b123.unity" Scene
3. Switch to Android and in the Player Settings set the Graphics API to OpenGL ES 2.0
3. Build for Android
Expected result: Pink textures are not displayed when using Graphics API Open GL 2.0 with Sample Texture 2D LOD Node
Actual result: Pink textures are displayed when using Graphics API Open GL 2.0 with Sample Texture 2D LOD Node
Reproduces on: Shader Graph 7.3.1 (2019.3.13f1), Shader Graph 8.1.0, 9.0.0 - preview.14 (2020.1.0b8, 2020.2.0a10)
Could not test on 2018.4 due to "sg-01" Shader Graph Shader missing several nodes
Reproduces with these devices:
N/A, Samsung Galaxy S9 (SM-G960F), Android 8.0.0, CPU: Exynos 9 Series 9810, GPU: Mali-G72
VLNQA00313, Huawei Y6 Ⅱ Compact (HUAWEI LYO-L01), Android 5.1, CPU: MediaTek MT6735, GPU: Mali-T720
VLNQA00140, Samsung Galaxy S4 (GT-I9505), Android 5.0.1, CPU: Snapdragon S4 Plus MSM8960, GPU: Adreno (TM) 320
Notes:
-The inability to use such node makes it impossible to manipulate vertices of the texture, as Sample Texture 2D (without LOD) can not be used for vertex-stage sampling. Thus the user needs to use the 'LOD' version of the node, but that one does not work on devices targeting GLES 2.0 API
-Does not reproduce with Vulkan and OpenGL ES 3.0
-When disconnecting the Sample Texture 2D LOD Node in "sg-01" Shader Graph Shader the texture is rendered properly
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [VFX] Custom HLSL with 'int' parameter, without the 'in/out/inout' access modifier is not supported
- [Windows] Lens Flare doesn't work in the Lens Flare Showroom URP Sample Scene
- Crash on ujob_execute_job while using OverlapBoxCommand when collisions are more than maxHits
- The validity of the multiple handles can behave differently based on the load/release operations order, when multiple Addressables.LoadAssetAsync and Addressables.Release are used to load and release the same Addressable Asset
- Dynamic text is rendered in the background when it is inside the <font> tag
Add comment