I am wondering is there any size limit of every CBUFFER_START(UnityPerMaterial)?
I am encountering a weird bug. When I enable SRP, some object of my scene are rendered incorrectly. From the RenderDoc. I can see the _BaseColor of my shader is wrong. However, in the FrameDebugger, it is correct.
I guess may material has a limit size of CBuffer. The value beyond the limit will be random.
Material has a limit size of CBuffer. You are right.
Is there any document related to this? How large is the limit size?
In document of HLSL, it says “each constant buffer can hold up to 4096 vectors; each vector contains up to four 32-bit values. You can bind up to 14 constant buffers per pipeline stage (2 additional slots are reserved for internal use)”. Is it still true for Unity? I can only use 14 constant buffers in each shader stage?