Search Issue Tracker
Third Party Issue
Third Party Issue in 2023.1.X
Votes
1
Found in
2020.3.40f1
2021.3.11f1
2022.1.18f1
2022.2.0b10
2023.1.0a13
Issue ID
UUM-16504
Regression
No
Error "Shader compiler: Compile marchingCubesGridProcessing.compute - CSMain: Internal error communicating with the shader compiler process" occurs when entering Play mode
Steps to reproduce:
1. Open the user’s project
2. Open the “SampleScene” Scene
3. Enter Play mode
4. Observe the Console
Expected result: There is no “Shader compiler: Compile marchingCubesGridProcessing.compute - CSMain: Internal error communicating with the shader compiler process” error
Actual result: Error “Shader compiler: Compile marchingCubesGridProcessing.compute - CSMain: Internal error communicating with the shader compiler process” occurs
Reproducible with: 2020.3.40f1, 2021.3.11f1, 2022.1.18f1, 2022.2.0b10, 2023.1.0a13
Reproduced on: macOS Monterey 12.5.1 (Intel)
Notes:
- The shader is attached to the “GameObject” GameObject
- The Shader is in the Assets → Shaders folder
- The project does not build because of compiler errors
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
Resolution Note:
The compute shader uses more than 64 KiB data in a single constant buffer. "int triTable[256][16]" is exactly 64 KiB, and there's other data as well.
The D3D compiler that we use crashes when this happens, so we can't fix the issue. A workaround is to pack the table data into arrays of int4, or to put the table into a separate constant buffer and fill it from C#.
Resolution Note (2023.1.X):
The compute shader uses more than 64 KiB data in a single constant buffer. "int triTable[256][16]" is exactly 64 KiB, and there's other data as well.
The D3D compiler that we use crashes when this happens, so we can't fix the issue. A workaround is to pack the table data into arrays of int4, or to put the table into a separate constant buffer and fill it from C#.