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"Texture.wrapMode" is, in this case, working as intended. The API doesn't record a command into the CommandBuffer, hence the texture's use of the last TextureWrapMode set during Start(). A new "CommandBuffer.SetTextureWrapMode" API would help in this case, as it would allow "Set TextureWrapMode to X on A" commands to be recorded into the CommandBuffer. We have not received feedback/a feature request for something like the above before: our recommendation, in case workarounds are proving to be too inefficient, would be to provide us with feedback (See "How to check the roadmap and provide feedback": https://forum.unity.com/threads/how-to-check-roadmap-and-provide-feedback.1321341/) so that we may prioritise appropriately.
Reproduction steps:
1. Open the attached “Test Project” project
2. Open the “Scenes/SampleScene” Scene
3. In the Game View window press “Load RenderDoc”
4. Enter the Play Mode
5. In the Game View window press the “Capture the current view and open in RenderDoc” button to open the “RenderDoc” window
6. Double-click on the newly captured capture
7. In the Event Browser window go to “UIR.DrawChain/Camera.Render/Drawing/Unnamed command buffer”
8. Select the first “DrawIndexed(6)” event
9. Open the “Pipeline State” tab and select the “PS” option
10. Observe the data in the Samplers window
Expected result: Under the “Addressing” column the value is set to “Wrap”
Actual result: The Wrap Mode change is ignored and under the “Addressing” column the value is set to “ClampEdge”
Reproducible with: 2021.3.31f1, 2022.3.11f1, 2023.1.17f1, 2023.2.0b14, 2023.3.0a10
Reproducible on: Windows 10
Not reproducible on: No other environment tested
Note:
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