Search Issue Tracker
Fixed in 2022.1.X
Fixed in 2019.4.X
Votes
0
Found in
2021.2
2022.1
Issue ID
1364139
Regression
No
SHADER_AVAILABLE_XXX defines are not set in compute shaders
SHADER_AVAILABLE_XXX does not seem to be set for compute shaders
Our specific use case is with VFX Graph where we have a shared include that uses SHADER_AVAILABLE_CUBEMAPARRAY. It works fine with regular shaders but fails to compile with compute as soon as we're using some cube map arrays because SHADER_AVAILABLE_CUBEMAPARRAY is never set.
I made a workaround for the moment (by always defining SHADER_AVAILABLE_CUBEMAPARRAY in our generated compute) but would be nice if this was handled correctly at some point.
PR of the workaround: https://github.com/Unity-Technologies/Graphics/pull/5582
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
- Crash on DualThreadAllocator<DynamicHeapAllocator>::Contains when closing a Sub Scene with DynamicBuffer to MetaChunkEntity in Play mode
- Crash on UnityMain when switching from DX11 to DX12 with HDR enabled
- Player gets a grey filter over the whole window when Player is in Exlcusive window mode and HDR is enabled
- Missing VisionOS "Target minimum VisionOS Version" Field in the Project Settings window
- External Script Editor preference resets to last set IDE when switching Unity Editor versions
Resolution Note (fix version 2022.1):
The SHADER_AVAILABLE_XXX defines should now exist in compute shaders.