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Having calculations that use _Time in sin() will have inconsistent resul...
Reproduction steps: 1. Open the attached project '_Time' 2. Open the available scene 3. Play scene and observe the material behavior... Read more
Unnecessary uniforms from surface shaders generated to OpenGL ES 3.0
I noticed very strange behavior in unity 5.1b3 that compiled shaders for OpenGL ES 3.0, have lots of unnecessary uniforms, see scree... Read more
ComputeShader.SetTextureFromGlobal errors when using it with 3D RenderTe...
How to reproduce: 1. Open attached project (SetTextureFromGlobal.zip) 2. Open SampleScene Scene Actual result: once the Scene is op... Read more
Shader offset does not work since 5.5
Reproduction steps: 1. Open project attached(OffsetTest.zip) 2. Open scene "TestScene" 3. Change offset of materials "Mat1" and "Mat... Read more
PixelSnap has an offset in built in Sprites/Diffuse shader
Steps to reproduce: 1. Open attached project (PixelSnap) 2. Toggle between Sprites/Diffuse and Sprites/Default 3. Notice that Sprite... Read more
Multiple shader variant _ALPHABLEND_ON w/ optional parameter alpha:premu...
Steps to reproduce: 1. Create new "Standard Surface Shader" 2. Replace line 14 (#pragma surface surf Standard fullforwardshadows) wi... Read more
"Unrecognized identifier 'UNITY_SHADOW_COORDS' at line 203" shader error
Reproduction steps: 1. Open the attached project. 2. Play the "UMA > Example > Scenes > Scene01 - Crowd - PBR 1" scene. 3. Wait a ... Read more
The VFACE variable is incorrect in shaders when rendered from a Reflecti...
To reproduce: 1. Open the user's attached project 2. Open the TestScene 3. Observe the Reflection Probe in the Scene Expected resul... Read more
Parts of model which are not in front of other objects become black afte...
Reproduction steps: 1. Download project "Bugtest.zip" and open in Unity 2. Enter Play mode Expected: gun has a texture all around t... Read more
Shader.SetPass performance regression in editor (5.1)
Shader.SetPass is taking a lot of time in the editor in 5.1b6; was not the case in 5.0. Not a problem in standalone build. Read more
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