Was hunting down a DOTS compatible shader to steal the code for use in a custom shader and ran into this today. Thought it was pretty funny and wanted to share. I’m also curious… did this guy ever figure out if that’s how you do it?
I have absolutely no idea what you’re asking.
Does it work? Then I’d say “Yes.”
How to report your problem productively in the Unity3D forums:
This is the bare minimum of information to report:
- what you want
- what you tried
- what you expected to happen
- what actually happened, log output, variable values, and especially any errors you see
- links to documentation you used to cross-check your work (CRITICAL!!!)
The purpose of YOU providing links is to make our job easier, while simultaneously showing us that you actually put effort into the process. If you haven’t put effort into finding the documentation, why should we bother putting effort into replying?
If you post a code snippet, ALWAYS USE CODE TAGS:
How to use code tags: Using code tags properly
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- Do NOT post unformatted code.
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… I was pointing out the comment that was made by the Unity team member in the sprite-lit-default 2D shader bro. This is not about my code. It’s about a Unity made shader. That link is to the Unity Github repo that holds the package and the screenshot is of the same Unity made default shader code. I’m posting about it because someone on the team obviously didn’t mean to leave that in there and I’m curious about it. Your response to me asking a question about it and bringing the funny comment a team member left in the shader to attention is over the top. It’s a core URP shader for 2D. A comment stating that someone on the team is unsure if this core shader is done the right way is interesting enough to ask a question about it in the forum. I don’t know why you’re getting so upset about my post. Your response was a bit over the top man. “why should we bother putting effort into replying?” passive aggressive for no reason. Not cool man. Just wondering what’s up with the comment.
It’s a copy paste that I have posted hundreds if not thousands of times when I am unable to understand a post.
I was not able to grasp your post and do not bother reading full-screen captures of code.
That’s it. Reading any more into it is entirely on you.
The problem is that this is a support forum not a social media platform. If you want to share what you thought was funny maybe post it in the General Discussion section which is for discussions that are not support related.
In the future try to put your posts into the appropriate area of the forums please.
P.S. Nothing surprises me about what people do even in a professional environment.
you were hit by the kurt decker copy pasta, and you thought it was custom made for you
OP. Just repost it in right Unity forum section.
In general subforum not everyone is using DOTS, or specific to OP render pipeline. So it need to be in right place
Then describe what part is of the concern. Because I am not going to spend time figuring out from a screenshot, what you, or your team may have in mind.
I wouldn’t be surprised if no one knew the answer at this point including the person who left it assuming they still work at Unity as it’s from the original commit dating back to March 2019.
https://github.com/Unity-Technologies/Graphics/commit/e78950b5fbddbf99bb5d617419693386e34306c8
It is pretty funny to see. Especially without actual context.
Though, it could be worse. I don’t recall which library it was now, but there was a backend server component we had purchased, that was riddled comments were basically one developer bashing on another’s work. “Fixed [name]'s idiotic use of x, again.” Stuff like that, something like 20ish instances calling them out by name. It was kinda funny.
I’ll just add that for game dev there is usually not “a right way”. There are many ways. Some are more performant than others perhaps but the only really important question is “does it accomplish what was intended”?
I make pretty similar comments a fair bit when I’m trying to use something that’s new to me. Flags the areas that someone (including my future self) might need to focus on if things misbehave or need further work.
In this context there is. That’s one of the shader controls which is integrated via magic naming.
The upside to seeing that comment is that I feel less silly about thinking exactly the same thing when doing shader stuff in Unity and not being sure if something is working or not.
The downside to seeing that comment is that despite the lack of clarity impacting Unity staff themselves, still nobody has clarified the relevant parts of the docs.