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The TextMesh always make the canvas has some additional shader channel.

Discussion in 'UGUI & TextMesh Pro' started by watsonsong, Apr 17, 2018.

  1. watsonsong

    watsonsong

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    Is it necessary for theres shader channel?
    It will make the other component, include the image, rawimages, plain text has the additional shader channel too. Is there any way to reduce it?
     
  2. Stephan_B

    Stephan_B

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    Having additional channels selected on a Canvas doesn't have any material impact on perform. So for instance, a component like a UI.Image which doesn't use UV2 would not really be impacted by these extra channels since it does not push data through them.

    It does require the given Canvas to allocate buffers to accommodate those additional channels but that too should have no real material affect.
     
  3. ExNinja

    ExNinja

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    wpetillo, pjbaron and neonblitzer like this.
  4. Stephan_B

    Stephan_B

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    Removing this warning would be best,
     
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  5. PAU_L

    PAU_L

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    Still not solved in Unity 2021.3.x.
     
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  6. Stephan_B

    Stephan_B

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    This is not a bug. This is certainly an annoying warning which should be removed.
     
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  7. pjbaron

    pjbaron

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    A warning with a suggestion that cannot be removed or obeyed sure feels like a bug.
     
  8. Stephan_B

    Stephan_B

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    I concur and do hope that we remove this annoying warning at some point.

    P.S. As I have said before, this warning made sense when considering UGUI in isolation but not when other tools like TMP or potential asset store packages might be using the framework with their own custom geometry which UGUI did not anticipated when this warning was initially added.
     
  9. waldgeist

    waldgeist

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    May 6, 2017
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    It's still there. I almost deleted these channels because of this warning.
     
    AkadusX likes this.