bitinn,
@bitinn@mastodon.gamedev.place avatar

deleted_by_author

  • Loading...
    andykorth,

    @bitinn is the difference in selected and desired keywords a result of a platform specific feature? Renderer (metal vs Vulcan vs dx11 in the editor?). Is Unity picking an unexpected quality setting for the build that results in different variants chosen on the device? Just guesses!

    bitinn,
    @bitinn@mastodon.gamedev.place avatar

    deleted_by_author

  • Loading...
  • andykorth,

    @bitinn yeah since the correct variant exists and wasn’t stripped out, then what makes the choice wrong in those instances? That seems to leave stuff like LODs influencing variant choice..? Or material shenanigans. Do the variants have helpful names? (Like what are the keywords it seems to be getting wrong?)

    bitinn,
    @bitinn@mastodon.gamedev.place avatar

    @andykorth the fallback shader has a huge delta to the desired shader (we logged keywords on the material + runtime multi_compile keywords), but there are multiple better candidates for a fallback, and in fact an exact match variant also exists, now you see why we were wondering :)

    shader lod is a good guess but we didn't use it in this project; and other working material instances should be created from the same material in resources, how they end up different is the mystery.

    andykorth,

    @bitinn yeah that’s pretty mysterious. Sounds like you are much deeper into the shader keywords than I ever got. I know for us the most common issues are problems with bugs with materials getting copied/not copied in nonobvious ways when people mix sharedMaterial and .material calls. Especially at editor time! But that’s our unique problem 😁

    bitinn,
    @bitinn@mastodon.gamedev.place avatar

    deleted_by_author

  • Loading...
  • benoitvimont,

    @bitinn What is the build target platform? Does it happen with every target or only some of them?

    bitinn,
    @bitinn@mastodon.gamedev.place avatar

    deleted_by_author

  • Loading...
  • benoitvimont,

    @bitinn Some graphics API compile separate programs for shader stages and others don't. It can introduce subtle bugs when using shader_feature_vertex / shader_feature_fragment.

    bitinn,
    @bitinn@mastodon.gamedev.place avatar

    @benoitvimont interest idea but Unity compiled shader log reports vertex and fragment shader as well as each pass separately, so it is easy to see our variant actually exists and works on other materials in the same scene 🥹

  • All
  • Subscribed
  • Moderated
  • Favorites
  • random
  • DreamBathrooms
  • InstantRegret
  • ethstaker
  • magazineikmin
  • osvaldo12
  • rosin
  • mdbf
  • Youngstown
  • khanakhh
  • slotface
  • Durango
  • kavyap
  • ngwrru68w68
  • thenastyranch
  • provamag3
  • tacticalgear
  • cisconetworking
  • GTA5RPClips
  • modclub
  • cubers
  • normalnudes
  • everett
  • tester
  • megavids
  • Leos
  • anitta
  • JUstTest
  • lostlight
  • All magazines