Geometry shader fails to render on certain Intel GPUs but functions on others (Intel HD 520 vs Intel HD 4400).
Threw a geometry shader test onto a Dell XPS 13 9350 with an Intel HD 520 and the shader doesn't appear to render (doesn't turn pink and fail, just invisible). I ran the same project on a Surface Pro 3 with an HD 4400 with no problems at all.
Comparing the GPU specs for the 520 and the 4400 at a glance it seems the 520 should be fine..... If anything I would expect the reverse problem between the two.
Tried this with @smb02dunnal's billboard example too thinking maybe I'd cocked something up but it fails as well.
Are there any functions, max vertex counts, magic numbers, gotcha's between dx12 and dx11 that anyone can think of that I should be looking out for as a possible culprit?
Any insight would be greatly appreciated!
I'd just like to mention that I still have this problem on Unity 2018.2. Did you find some additional info in the meantime? I have also found this bug report on the Intel forums. https://software.intel.com/en-us/node/757934 So I would guess this bug is caused by Intel and not by Unity.
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