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Crash in ImageFilters::Blit when Calling Graphics.Blit(destination, null)
To reproduce: 1. Open attached project; 2. Open "shaderTest" scene; 3. Add "CameraShaderBehaviour" script to main camera; 4. Toggle ... Read more
worldPos not set in standard shader if SHADER_API_D3D11 is defined
Reproduction steps: 1. Open the attached project 2. Make sure D3D9 is target graphics API 3. Observe the scene 4. Change target gra... Read more
[macOs] Tessellation shaders are not working
Steps to reproduce: 1. Open user attached project 2. Open TessellationTestScene 3. Observe that an object with tessellation shader i... Read more
[Shader]Material.SetOverrideTag() does not seem to work
Trying to set a shader tag via 'Material.SetOverrideTag()' in this case 'DisableBatching' does not seem to work. Repro steps: 1. Op... Read more
Selecting shader for a material resets custom Render Queue to default sh...
When shaders are switched for materials, their custom Render Queue is reset to default shader value. Steps to reproduce: 1) Open th... Read more
[iOS] Vertex shaders are recompiled at runtime even when using Preloaded...
Reproduction Steps: 1. Open User's project 2. Build to iOS 3. Open Xcode project 4. Run Profiler - "Metal System Trace" 5. Inspect t... Read more
[Metal] Half-precision literal in HLSL is translated to float literal by...
Reproduction steps: 1) Open the attached project (HLSLHalfLiteralBecomesMetalFloatLiteral.zip). 2) Open "MobileBloom.shader". 3) Ob... Read more
Enum shader property does not allow fraction selection in drop-down menu
When using a custom shader and the Enum Property with fraction numbers, the resulting drop-down menu in material inspector does not ... Read more
Shader_feature will always be toggled off in build when UsePass is used
Steps to reproduce: 1. Open attached project 2. Build for standalone/iOS/android -The shader is not applied to the left cube in the ... Read more
Two pass Surface Shader does not include Vertex color data in the second...
Steps to reproduce: 1. Open attached project 2. Select "OW_Decal" shader 3. Click "Show generated code", look at line 627 4. Observe... Read more
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