I'm working on a Unity OpenGL ES app and analyzing it in the GA, using a Samsung S9 with a Mali-G72 gpu
I was trying to take a look at the shader map so I toggled on the shadermap mode and captured a frame. The screen of the device went completely yellow and the framebuffers are not showing me the actual shader map
and then I click the frame-> renderPass(frameBuffer2) and I can see some statistics on the shaders but not the actual shadermap
The place where the user guide tells me to look does not display anything. I either get a yellow screen or the image itself but not the map
Any idea why my screen turns all yellow and how to display the shadermaps?
I suspect the full-screen yellow frame is an actual shader map - you just have a single draw call which covers the whole screen as the last thing that was rendered.
If you expand the navigation view tree for the frame you can step through render pass by render pass, and draw by draw, to see how the frame was built up. The final image will only show the last shader to touch each pixel.
Not sure why you are not getting shader maps for the intermediate render passes - we're happy to take a look if you can share the .mgd file or the application APK.
So when I try the individual draw call, I click on a draw call to see what it's building and I get something like this
So it's showing me some shader information and the object that gets drawn.
It doesn't let me upload the mgd file, it might be too big..
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