Steps to reproduce:
- Create a new Unity project using the Universal 3D template
- Copy the attached "MeshParticleTexcoordReproWindow.cs" into the project's "Assets/Editor" folder and let it import
- Open Window > QA > Mesh Particle Texcoord Format
- Press "Set up repro"
- Observe the two quads in the Game view - the left one is the Particle System, the right one is the MeshRenderer
- Press "B. Float32x2 UVs + Sprites/Default"
- Observe the two quads again
- Press "C. UInt16x2 UVs + Particles/Unlit, inst ON" and then "D. UInt16x2 UVs + Particles/Unlit, inst OFF"
- Observe the two quads after each press
- Press "Enable Texture Sheet Animation (2x2 tiles)" and observe the particle with each of the two Meshes assigned
Actual results: At step 5 the Particle System's quad renders as a single flat colour - the texel at UV (0,0) because every texcoord reads as approximately zero, while the MeshRenderer's quad renders the texture's four colours correctly from the same Mesh asset. Measured off-screen at 64x64, the particle covers 1764 pixels of one colour where the correct result is 441 pixels each of four colours, which is what the MeshRenderer produces. At step 7 the particle matches the MeshRenderer exactly; the only difference between the two Meshes is the TexCoord0 storage format.
Expected results: Mesh particles use the Mesh's texcoord data as authored, so a Particle System in Mesh render mode and a MeshRenderer render the same Mesh identically regardless of the TexCoord channel's storage format
Reproducible with versions: 6000.0.0f1, 6000.0.84f1, 6000.3.24f1, 6000.6.2f1, 6000.7.0b1, 7000.0.0a1
Tested on (OS): MacOS Silicon Tahoe 26.6.2