ASE generate incorrect vertex code.
Simply, I test Standard Surface Shader.
'Dither' node set to 'Opacity Mask'
'float3(1,1,1)' node set to 'Vertex Offset'
Current Output is
- Code: Select all
void vertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
float4 ase_screenPos = ComputeScreenPos( UnityObjectToClipPos( v.vertex ) );
o.screenPosition = ase_screenPos;
v.vertex.xyz += float3(1,1,1);
}
But, Correct code is it!
- Code: Select all
void vertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
v.vertex.xyz += float3(1,1,1);
float4 ase_screenPos = ComputeScreenPos( UnityObjectToClipPos( v.vertex ) );
o.screenPosition = ase_screenPos;
}
Pls. fix this bug.