Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by IslendingurDraugur · Oct 27, 2018 at 01:13 AM · bugshadersgraphicstessellationdirectx 11

Is DX11 tessellation bugged in Unity 2018? Image proof below!

I feel there is some sort of bug with shaders using DX11 on Unity 2018. I recently tried to update a volumetric lighting project of mine from 2017.2 to 2018.2. I make heavy use of quad tessellation and it seems to be flawed - my project completely breaks in 2018. The whole tessellation process along with hull and domain stages don't seem to do what they should. On 2018 versions there seem to always be more vertices than rendered. If one calls DrawProcedural using MeshTopology.Quads with 4096 vertices the frame debugger shows 6144 vertices drawn (the actual vertices needed to render the quads, using triangles). I set up a simple scene with a call to DrawProcedural and offsetting the vertices to see if the quad is indeed formed by two triangles. Unity 2017 greatly satisfies this whereas Unity 2018 has issues. I have attached two images for comparison. The quad is simply defined between x = [0,1] and y = [0,1] and z = 0. I have displaced the vertex (x,y) = (1,1) in the positive z direction by 1. In Unity 2017 the quad renders correctly whereas in Unity 2018 there is an intruder triangle defined by vertices (0,1), (1,0) and (0,0). This is extremely odd as these are the same shader and C# script running for both renders - the versions this was tested on are 2017.4.13f1 (working) and 2018.2.14f1 (not working).

Thank you to anyone who can shed light on this or even make a suggestion. Any help is greatly appreciated! If this is indeed a bug and not an oversight on my part, I will file a bug report! - Yours truly, Draugurinn

screenshot-49.png (325.4 kB)
screenshot-48.png (331.2 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

124 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Has Unity 2018 removed DX11 quad tessellation? 0 Answers

5.3 Weird Graphic glitch on Android 1 Answer

Accidentally Clicked Refresh Assets and This Happened. How Do I Fix It? 0 Answers

Force a custom surface shader to not compile a deferred pass? 0 Answers

How to do 2D graphics like this ? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges