Search Issue Tracker
Duplicate
Duplicate in 2022.3.X
Votes
0
Found in
2021.3.46f1
2022.3.54f1
Issue ID
UUM-90613
Regression
No
A Console error is not handled correctly when using #pragma kernel with the Kernel name not provided
How to reproduce:
1. Create an empty project
2. Create a new Compute Shader in the Assets folder
3. Copy and paste the “Test Code” provided in the Notes section into the Compute Shader
4. Save the pasted script
5. Observe the Editor’s Console window
Expected result: A “Shader error in 'NewComputeShader': Kernel name not provided” error is printed in the Console
Actual result: A shader error and a shader compiler errors appear in the Console
Reproducible in: 2021.3.46f1, 2022.3.54f1, 6000.0.26f1
Not reproducible in: 6000.0.31f1, 6000.1.0a8
Fixed in: 6000.0.27f1
Reproducible on: Windows 11
Not reproducible on: No other environments tested
Notes:
- Test Code:
{noformat}#pragma kernel Initialize
#pragma kernel
#define PI 3.14159
[numthreads(32, 32, 1)]
void Initialize(uint3 id : SV_DispatchThreadID)
{}{noformat}
- In affected versions, the two error messages that get printed inside the Console window do not specify that the Kernel name is not provided and instead suggest the user fills out a bug report regarding this error.
-
Resolution Note:
null
Duplicate of https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-85898 -
Resolution Note (2022.3.X):
null
Duplicate of https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-85898
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
This is a duplicate of issue #UUM-85898