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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
Pass.CompileVariant throws errors when iterating over all subshaders and...
STR: 1. Create a new surface shader.2. Put the attached script into the `Assets/Editor` folder.3. Run the script from the menu "MyMe... Read more
Pass.CompileVariant allows impossible combinations of parameters like Me...
STR: see case 1348862 Read more
IL2CPP does not support marshaling of blittable generic structs
Originally reported here: https://unity.slack.com/archives/C0E72RUEA/p1623794722219700 IL2CPP cannot marshal a blittable generic str... Read more
[WebGL] Build fails with .emscripten permission errors
How to reproduce:1. Open an empty project2. Select File/Build Settings and switch to WebGL build3. Select Build and Run Expected res... Read more
Pass.CompileVariant complains about top-level params being outside of CB...
STR: see case 1348862, compile with INSTANCING_ON DIRECTIONAL Read more
[PLM] MeshRenderer CastShadows property set to 'Off' disables baked indi...
Steps to reproduce: 1. Download and open the attached repro project (case_1348581-Lightmapper_NoShadows.zip)2. Navigate to Lighting ... Read more
[Shadergraph] Drop down arrows don't work sometimes
Repro steps1. Create a URP Lit or HDRP Lit shader graph2. Click a drop down arrow in the Graph Inspector a few timesExpected result:... Read more
[HDRP] Scene is rebaked repeatedly when Auto Generate Lighting is turned on
How to reproduce:1. Create a new Unity project with an HDRP template2. Open Window > Rendering > Lighting settings3. Turn on A... Read more
Shader inspector doesn't show whether a keyword can be overridden by glo...
STR:1. Create a new unlit shader.2. Add "#pragma multi_compile_local FOO BAR" after "#pragma multi_compile_fog".3. Select the shader... Read more
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