**System Information**
Operating system: Windows 10 Build 19044.2364
Graphics card: 16GB XFX Radeon RX 6800XT Speedster MERC319 GAMING
**Blender Version**
Broken: 3.4.0
Worked: 3.2.1
For a particular model, some severe material distortion occurs when rendering through HIP (viewport or render). Since I assume this could be a problem indicating a general discrepance, I'll send this bug report.
The model uses a single UV map with two images projected onto the model through the shader node chain Texture Coordinates -> Mapping (using X offset) -> Image Texture -> Add. It works fine in the viewport, with Eevee and with CPU compute, but through HIP the output seems to be messed up.
Both images are rectangular in shape, same width and height (4096 x 4096 pixels).
Working projection in viewport, looks the same in CPU compute:
{F14095440}
Skewed projection with HIP:
{F14095443}
Shader setup - the "RGB curves" node output connects to the "Principled BSDF"'s base color. The BSDF outpout connects directly to "Material Output"'s Surface. I disconnected all other nodes):
{F14095451}
Additional Info:
1001 is the face texture,
1002 is the body texture.
**Exact steps for others to reproduce the error**
General error, no indication how widespread it is.