*bug* Optimize Mesh Data and vertex colours

Hi,

Optimize Mesh Data player build settings option blows out all my vert RGB colours and makes everything overbright. Unity version latest 3.5.6

This a known problem?

Here’s the reference mesh used: http://www.simiansquared.com/misc/bugmesh.zip

Can’t confirm that. I’m currently working on something which includes use of a shader blending up to 3 textures on an object based on the vertex colors. Alpha is used for specularity. Works fine. Same Unity version.

Or maybe let’s put it this way, just to be a bit careful:
One mesh with, one without optimize mesh data (actually it’s the same mesh, just duplicated) both show the same results.

It’s a problem for standalone PC/Mac builds (both). Shader is simple, it multiplies the vertex colours by 2 and blends 2 textures (second with add):

            fixed4 frag ( VertOutput o ):COLOR
            {
            	return fixed4((tex2D(_MainTex, o.uv1) + tex2D(_NoiseTex, o.uv2)) * o.vcolor, 1);
            }

This the problem? It shouldn’t be, and works fine without optimize mesh ticked. What’s going on here?

  1. only happens on standalone
  2. only happens if Optimize Mesh Data is ticked.

Does not occur in editor.