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Can you please report a bug?
It's possible to do that:
Which graphics APIs/platforms does your game target?
@segant Hi! I finally managed to take a look at your bug report. This is caused by OpenGL and other APIs having different rules for selecting a...
Caching preprocessor is used by default starting with 2020.2.0a13 - this is where this got broken. A fix is on its way :)
Well, it's not an easy task :). We are aware of the problem and are going to fix it ASAP.
Surface shaders add those when generating code, yes.
As of Unity 2020.2 it's possible to put #pragma directives in includes, but those have to be...
Please just post the bug number - 1277219 in this case.
The link is for you only :)
Which graphics API are you using?
@joshuacwilde Can you please report a bug via the bug reporter in this case? This was it will get assigned to the correct team and if it's really...
Sorry, looks like I mixed this up with something else...
There's a separate
#define SAMPLER(samplerName) SamplerState samplerName
SRP does the following:
#define TEXTURE2D_FLOAT(name) Texture2D_float name; SamplerState sampler##name;
So it basically declares...
@joshuacwilde My guess: the driver does 128KB allocations on the heap, which can contain several resources at the same time, but Xcode reports...
OK, good, one part figured :)
Regarding the discrepancy, how large is the remaining difference in the stats?
Are those textures marked as readable by chance (the Read/Write Enabled checkbox)?
Yes, that's a good solution.
You could replace the Blit call with a https://docs.unity3d.com/ScriptReference/Graphics.CopyTexture.html, but that's...
I guess it's difficult to show per-texture memory usage when a texture is in an atlas :)
There might be a way to highlight that it's actually part...
It looks like it's showing you the original texture memory in the profiler, which is around 350KB for a RGBA 300x300 texture.
A texture that is not readable doesn't have a CPU-visible copy of data. The only way to get it is to read the data back from the GPU.
I meant the texture that's highlighted :)