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Please report a bug - it's something different from what it was a year ago.
Looks like it doesn't like the fact that there's no space between the macro name and the '\'.
So, #define FOO\
float doesn't work,...
Well, that's a result of the compiler optimizing things then :)
Do you have an example of unnecessary bit shifts and calls to BFI?
The compiler culls the unused values from the cbuffer, so you only pay for the memory (the cbuffer layout doesn't change between variants). Since...
It would be great if you filed a bug report.
It depends on the graphics API. Some of them don't even have a concept of separate uniforms, so all ends up in a cbuffer anyway. Others do, and it...
The fix I mentioned was for "Unity sometimes recompiles variants that it compiled already".
The fix for stripping taking that long is still in...
Are you sure it was solved? As in, do you have a link to a bug report that says that this problem is fixed in 2021.3.3f1?
Yes please, this would be great.
You can follow the progress about this X / Gazillion variants here:...
I just checked, it's something different - it's the version of the shader library that I recalled.
I suppose they could have a define somewhere...
I suppose this could go in a separate thread :)
But two things that immediately come to my mind are: large arrays and unrolling loops with...
IIRC they include a define with the pipeline version number nowadays.
Check the Editor.log - it should say why it's rendering pink. Likely the shader is not supported by your GPU driver.
@coastalbytes it would be great if you could file a bug report. Thanks! :)
There's no way to change it.
It should work. Please report a bug :)
Not at the moment. We're working on reducing this on our side - you can keep an eye on this here:...
If it's really the bottleneck, you could try doing one InterlockedMin and one InterlockedMax, each on a uint3.