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[Windows] Semantics are not holding consistency between vertex output an...
How to reproduce: 1. Open the user's attached project and Scenes/semantics scene 2. Observe the Cube in the Game view Expected resu... Read more
Shader.CompileGPUProgram takes more time to execute every time URP setti...
Reproduction steps: 1. Open the user's attached "AssetDatabaseRefreshBug.zip" project 2. Open the Profiler window and switch to Edit... Read more
RenderTarget with premultiplied alpha blending is too bright and does no...
How to reproduce: 1. Open the user's attached project 2. Observe the circle In the Game view Expected result: In the top half of th... Read more
SHADER_AVAILABLE_XXX defines are not set in compute shaders
SHADER_AVAILABLE_XXX does not seem to be set for compute shaders Our specific use case is with VFX Graph where we have a shared inc... Read more
Editor crashes when using Ray Tracing and enabling MSAA in the URP Asset...
How to reproduce: 1. Open the user's attached "CorgiRaytracing.zip" project 2. Open the "Demo_URP" Scene 3. Make sure the Game view ... Read more
[XR][URP] Estimated shader variants number is inaccurate when compiling
Repro steps: 1. Open attached project 2. Switch build target to Android 3. Compile 004_TextureArrayGraph 4. Observe the progress bar... Read more
Crash or freeze with large static array in compute shader when using Vul...
How to reproduce: 1. Open the attached project '1369438.zip' 2. Make sure that Vulkan or OpenGLES3 Graphics API is selected in the P... Read more
Shader keywords are not sorted in error or warning messages coming from ...
Shader keywords are not sorted in error and warning messages coming from the shader compiler, which makes searching for a particular... Read more
Pass.CompileVariant crashes the shader compiler when using a target plat...
STR: see case 1348862 Read more
No API to check whether a Pass has a given shader stage
Pass.CompileVariant API requires a shader stage parameter to be provided. There is currently no API to check if it makes sense to co... Read more
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