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Shader does not compile when CGPROGRAM and ENDCG tags are on the same line
Steps to reproduce:1. Download and open attached project2. Select SimpleTestShaderErrorVersion assets in assets tab3. Look at inspec... 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
Exceeding the number of shader keywords flood the console with Allocatio...
How to reproduce:1. Open the attached project named "Case_1232610"2. Observe the Console window if no errors are thrown re-import th... Read more
Shader with corresponding ShaderVariantCollection built as an AssetBundl...
Steps to reproduce: 1) Download attached project 'ShaderVariantCollection.zip' and open in Unity2) In the Project window, go to Asse... Read more
Compute shader error crashes Unity shader compiler
How to reproduce:1. Open the "Compiler Crash.zip" project2. Check the console for errors Actual result: Compiler crashes. Reproducib... Read more
IPreprocessShaders passes zero length data list when lighting data is baked
Steps to reproduce:1. Load the attached project2. Open the test scene3. Make sure the lighting data is cleared using "Clear Baked Da... Read more
[compute] HLSLcc times out compiling complex shaders (exponential comple...
How to reproduce: 1. Import the attached shaders (Compute.zip) into a project2. Give them time to compile- Note that it takes a real... Read more
Stencil shader doesn't render anything
Repro steps: 1. Open provided projects "StencilBlitProblem" Scene2. See that the Game view is black3. Click on "Main Camera" in the ... 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 Unity2. Enter Play mode Expected: gun has a texture all around the ... 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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