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Under Consideration for 2022.3.X

Votes

0

Found in

2022.3.34f1

6000.0.7f1

Issue ID

UUM-74198

Regression

Yes

Crash on ShaderLab::ShaderState::ApplyShaderState when rendering a specific Shader

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Reproduction steps:
1. Open the attached “ReproProj” project
2. Open the “Assets/DX11_Tessellation/DX11_Tessellation_Free/Examples/DemoScene1.unity“ scene

Expected result: Shaders in the scene are rendered
Actual result: The Editor crashes

Reproducible with: 2022.2.0a11, 2022.2.21f1, 2022.3.34f1, 6000.0.7f1
Not reproducible with: 2021.3.39f1, 2022.2.0a10

Reproducible on: macOS 14.5 (M1 Max)
Not reproducible on: No other environment tested

First few lines of the stack trace:
#0 0x00000103222160 in ShaderLab::ShaderState::ApplyShaderState(unsigned int, ShaderPropertySheet const*, ShaderPassContext const&, keywords::LocalKeywordState const&, Shader const*, ShaderLab::Pass const*, DynamicBranchState*, ShaderLab::SubPrograms*, DeviceRenderStateBlock const*, int, int, ShaderLab::Pass const*, ShaderLab::Pass const*) const
#1 0x0000010321074c in ShaderLab::Pass::ApplyPass(unsigned int, ShaderPropertySheet const*, DynamicBranchState*, ShaderPassContext&, keywords::LocalKeywordState const&, Shader const*, int, int, ShaderLab::GrabPasses const*, ShaderLab::SubPrograms*, DeviceRenderStateBlock const*, ShaderLab::Pass const*, ShaderLab::Pass const*)
#2 0x000001031831c8 in ApplyMaterialPass(SharedMaterialData const&, ShaderPassContext&, Shader const*, ShaderLab::Pass*, int, int, ShaderLab::GrabPasses const*, ShaderLab::SubPrograms*, DeviceRenderStateBlock const*, ShaderLab::Pass const*, ShaderLab::Pass const*)
#3 0x00000102e59400 in BatchRenderer::ApplyShaderPass(ShaderPassContext&, SharedMaterialData const*, Shader*, BatchRenderer::PassInfo&, BatchingFlags, bool, bool, ShaderLab::GrabPasses const*, DeviceRenderStateBlock const*)
#4 0x00000102e59290 in BatchRenderer::ApplyShaderPass(ShaderPassContext&, SharedMaterialData const*, Shader*, bool, BatchRenderer::PassInfo&, BatchingFlags)
#5 0x00000102e63edc in DepthPassJob(GfxDeviceAsyncCommand::ArgScratch*, GfxDeviceAsyncCommand::Arg const*)

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