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Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
#pragma target 3.5
#pragma require interpolators32
This should do the trick.
It should work with SRP Batcher turned on in 2019.2 and later :)
Can you check if it has a setting to turn SRP batcher on or off in the pipeline settings and try disabling it if it's enabled?
I suppose I answered this already, here:...
Which Unity version does this happen on? Which render pipeline? Which Android device?
@Flindt iOS does things very differently, so it's a different bug, I guess. Can you please submit a bug report?
"Always defined with value of 1 or 0. A value of 1 is on platforms where Texture V...
#if defined(SHADER_API_D3D11) || defined(SHADER_API_PSSL) || defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN) || defined(SHADER_API_SWITCH)...
I'll fix this :)
@BattleAngelAlita here's a link to the uGUI issue: https://issuetracker.unity3d.com/issues/srp-android-no-linear-to-srgb-conversion-for-gui...
There was a bug with GPU skinning on Android, here's a link:...
@BattleAngelAlita SRPs are supposed to handle this on their own, this is why the BlitType option is hidden and is set to "Never" when SRP is...
@mptp It would be great if you could send a bug report with a repro :)
@mptp ... and which Unity version? :)
There was an issue with instanced indirect draws on Adreno at some point:...
Short answer: this is because we don't have this information. Vertex shaders operates on isolated vertices.
AutoExposure requires compute shader support, which is not available on WebGL.
"Copying does not do any scaling, i.e. source and destination sizes must be...
What shader are you using? Is the scaled quad covering more screen area than the non-scaled one?