Hey, I'm trying to do something that sounds really easy:
Setting a vec4 uniform from script

You can easily reproduce the issue by creating a vec4, using SetShaderParam you set the 4 values to a value such as 15 (using the Color struct). You add a 2D sampler for a look up texture (each line a different color), and you try to sample using UV where X = 0 and Y = one of the value of the vec4 (r,g,b and a divided by the height of your texture), you'll see that you will have an issue in build but not in editor. Probably a precision error ?
I first though Color was clamping my value, so I tried dividing my value directly in my script...this is still not working.
Note that sending a float, Vector2 or Vector3 works fine.
Any idea is more than welcome !