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Won't Fix

Votes

1

Found in

2021.3.36f1

2022.3.21f1

2023.2.13f1

2023.3.0b10

6000.0.0b11

Issue ID

UUM-65359

Regression

No

Blend Nodes half values are not optimized when generated half floating point precision is used with float values

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Reproduction steps:
1. Open the attached “ASDQWE” project
2. In the Project Window, select the “ShadowReceiverOpaqueDoubleSided.Shadergraph” Shader Graph
3. In the Inspector Window, press the “View Generated Shader” button
4. In the generated shader, search for “Unity_Blend_Overlay_half”

Expected result: Half floating point uses half values (example of this: *half result1 = half(1.0) - half(2.0) * (half(1.0) - Base) * (half(1.0) - Blend);*)
Actual result: Many values use full float precision (example of this: *half result1 = 1.0 - 2.0 * (1.0 - Base) * (1.0 - Blend);*)

Reproducible with: 2021.3.36f1, 2022.3.21f1, 2023.2.13f1, 2023.3.0b10

Reproducible on: macOS 14.3.1 Sonoma (Intel), Windows 10 (user’s)
Not reproducible on: No other environment tested

  1. Resolution Note:

    We are comprehensively reviewing our node implementations. You are correct, that the omission here may result in inappropriate precision for the given operations. However, we do not want to introduce potential disruptions for existing user outcomes without addressing this issue more comprehensively. I'm closing this as won't fix, but you can expect to see this issue addressed in later versions.

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