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This issue has been fixed in Unity 2019.1.4f1. Please update :)
@csfalcao What platform are you on? What is your target platform? Are there any errors in the console?
Mali-400 is one of two mobile GPUs out there that doesn't have 32-bit floats in fragment shaders at all. All the computations that require 32 bits...
This looks like a bug. Can you please report it?
I'm not sure, how Google gathers stats for this page and what is considered an active device :)
It can be "any device that visited Google Play...
Internal-DeferredShading.shader has a function CalculateLight, which decompresses the GBuffer and passes it on to UNITY_BRDF_PBS, which is then...
It's scattered in some .cginc files, you probably need to look in UnityPBSLighting.cginc.
I think it's even less than that (if you meant phones that don't support ES3) :)
May I ask why?
You can answer in DM if you want.
Only on those that provide hardware support for it. :)
OpenGL ES 3 devices and higher do.
If you're targeting any devices that only support OpenGL...
If you're talking about this, having the texture as float will fix it.
And this looks like a bug. Can you please report it? Thanks!
Profiler screenshots + your project :)
Yes, definitely worth submitting, as we'll take a look and figure out if it's something with the device you...
This looks worth reporting a bug :)
Please do so.
Which exact Unity version are you on?
As far as I know, Chromebook is not officially supported.
2019.1.4f1 will have a fix for this.
Scratch that, this was another fix landing :)
I'll post when the real thing happens.
A fix is already in 2019.2 (2019.2.0a15), 2019.1 will have it soon :)