Problems after upgrading to U5.6 with shader tiling/offset and CommandBuffers

Hi all,
I create some RenderTextures and Materials on runtime (using Kinect) and have a CommandBuffer on the camera which updates some intermediate RenderTextures using new Kinect input per-frame.
I’m using several CommandBuffer.Blits with the Materials I mention above in the CommandBuffer to achieve that. Some ops don’t use _MainTex so they have src null. Bindings to RTs or Tex2Ds are mostly set up prior to CommandBuffer construction.

I also have an Editor script which exposes all RTs and Materials so that I can mess with the tilings, offsets and other shader properties on runtime.

Problem is in Unity 5.4.3 all the above worked. I could also mess with material properties on runtime and see instant results to RenderTexture previews. I still had a problem with applying changes of _MainTex_ST property, but I used a different float4 to achieve that.

Now upgraded to 5.6.2 and none of Unity’s Tiling/Offsets work. Basically, the only TRANSFORM_TEX calls that do work are the ones using a regular float4 instead of a <texture_name>_ST.

By the way, if I try to mess with the material’s own Inspector instead from the custom editor script, I see changes to the preview but they don’t affect the Blits to the RenderTextures.

Is this a MaterialEditor Inspector problem? A Shader problem? A CommandBuffer problem? All the above?!

Ideas?

PS : When I say the only TRANSFORM_TEX calls are the ones where I use a regular float, I mean I’ve provided my own version of the macro where instead of the tex name, I give the float4 directly as input.

As you can see in the right side. Both the material Inspector and the custom editor show changes in the material but none of them are propagated in the Draw call.

Also this particular call is a Blit(null,some_rt_identifier,this_material). Basically the material generates the output without input from Blit. Has two texture inputs hooked from Awake.

Didn’t want to resort to this but as soon as I used custom float4s on the material for messing with tiling/offset, CommandBuffer.Blit started working properly.

This means that either I don’t do something properly when applying the custom editors or there’s a bug. But even without using a custom editor, just using the default material inspector didn’t work in applying changes to tiling offset.