Reproduction:
Add a
private readonly int _fade = Shader.PropertyToID("_fade");
to your c# program and then compile it to udonasm using the included u# compiler.
Expected Behaviour:
The compilation fails, with the error message, that
Shader.PropertyToID
is not exposed to udon.
When using
VRCShader.PropertyToID
instead of
Shader.PropertyToID
the
_fade
variable should be initialized with the return value of the
VRCShader.PropertyToID
call.
Actual Behaviour:
The compilation succeeds.
When looking at the UdonASM, then I can see that the
_fade
variable is only ever read from.