Meshes without vertex colour data that use vertex colours in their shader render the colour with UVs

In visionOS (0.4.1) if I have a shader that uses vertex colours and apply it to a mesh that doesn’t have vertex colours as part of it’s mesh data, the mesh gets incorrectly rendered with UVs as colours. In unity editor and on all other platforms the shader will use white as a replacement for missing vertex colour attributes of the mesh data.

When the game is run in the editor or any platform (other than visionOS) - the cube renders with a white colour and the sphere renders with a green colour. On visionOS, the sphere renders green whereas the cube renders with UV coordinates as it’s colour.


Screenshot 2023-10-18 at 11.44.34 am

Hmmm, thanks; that’s good to know. This is basically something that visionOS’s MaterialX support is doing, but we could potentially work around it by generating (white) vertex color attributes for meshes that don’t otherwise have vertex colors, or by adding an input to the shader graph based on whether vertex colors are present and switching to white if they aren’t. At any rate, I’ll make a task for it.