Search Issue Tracker
Fixed
Fixed in 2021.3.19f1
Votes
0
Found in
2021.3.15f1
Issue ID
UUM-20216
Regression
No
[Backport] Adding previously missing shader include does not reimport dependent shader
Steps to reproduce:
1. Open the attached project "T1406811_ShaderDependency.zip". It contains an unlit shader an a Foo.cginc file. The shader includes Foo.cging as a dependency
2. Rename the Foo.cginc file to Foo2.cginc file
3. The shader will now have an error (this is expected)
4. Reimport the shader (right click > Reimport)
5. Rename the file back to Foo.cginc
Expected: the shader won’t have any errors
Actual: the error from step number 3 is still present
Reproducible in 2021.3.15f1, 2022.1.20f1
Not reproducible in 2022.2.0a17, 2022.2.0b13, 2023.1.0a13
Notes:
-If you skip the reimport in step number 4 it will reimport correctly and there will be no error.
The shader can be returned to a working state by manually reimporting it
-The shader include dependencies are not correctly tracked, this is notable when reimporting a shader after making changes to a header file
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on DynamicHeapAllocator::CreateTLSFBlock when opening a specific project
- Scene flickers when using Mesh Output with SpriteLit Shader in 2D project
- “Cache Management” text is misaligned in Preferences > Package Manager
- [macOS] network permission shows the name of previously closed app when different app requests network access
- Delta value returned by mouse movementsMonitor is different when changing Screen Resolution
Add comment