Search Issue Tracker
Won't Fix
Votes
0
Found in [Package]
5.7.2
Issue ID
1176260
Regression
No
[Metal] Shadergraph: Mirror Once sampler state behaves the same as Mirror sampler state
Unity version:
Version 2019.3.0a12 (d958c49352ef)
Happens on versions as early as 2019.1.14f1
Repro steps:
1. Create a new project
2. Add LWRP/Universal RP and Shadergraph
3. Create a Universal/LWRP Pipeline asset and set it as the graphics pipeline in project settings
4. Create a new shadergraph
5. Recreate the shadergraph shown in the attached image, using any texture that's not a flat color (you can use the default particle texture if you don't want to get any new textures to put in your project)
Expected result: the texture mirrors once, and clamps everywhere else, leading to 4 "copies" of the texture and clamped behavior elsewhere
Actual result: the texture mirrors over the entirety of UV space, as shown in the attached image
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Skinned Mesh Renderer with multiple Animator Components does not render when "Optimize Game Objects" is enabled
- [iOS]Certain characters are not displayed when using iOS devices with 18 OS and newer
- Trees do not render in 'Unity Terrain - URP Demo Scene'
- Silent crash when clicking in Scene View in a specific project
- The Player renders black on a Quest headset when MSAA, Post Processing, and Spacewarm depth submission are enabled
Resolution Note:
Currently Metal shading language does not have syntax for inline sampler state that would do MirrorOnce, so we fall back to Mirror.