Search Issue Tracker
Fixed in 2020.2.X
Fixed in 2020.1.X
Votes
0
Found in
2020.1.0a16
2020.2
2020.2.0a13
Issue ID
1250633
Regression
Yes
Shader compiler crashes on Vulkan when dissasembling an uncompiled broken shader
How to reproduce:
1. Download the attached project, extract it and clear its Library folder
2. Open the project
3. Inspect "Test Shader.shader" and press "Show compiled code" in its Inspector
4. Observe the console
Expected result: Shader compiler does not crash
Actual result: Shader compiler crashes when trying to disassemble previously uncompiled, broken shader
Reproduced in: 2020.2.0a13, 2020.1.0b10, 2020.1.0a16
Not reproducible: 2020.1.0a15, 2019.3.15f1, 2018.4.23f1 (Can't reproduce it here because the Editor tries and fails to compile the shader every time even after clearing the Library)
Note: This only reproduces with shaders that haven't been compiled before - in other words, the Editor does not know that they're broken. Since in the "Not reproducible" versions the Editor already knows that the shader is broken the shader compiler crash does not reproduce.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- NavMeshManager.LoadData takes a long time and causes performance spikes when enabling a NavMeshSurface with already instantiated NavMeshLinks
- Shadows created by real-time Spotlights are rendered at a very low resolution on terrain when HDRPAsset Lit Shader Mode is set to Forward or Both
- “STP” in Project window > Advanced Upscalers by Priority menu list is shown as available to add when it is already added to the list
- Rename fails with an error “Canceling DisplayDialog” when renaming a Mipmap Limit Group in Project Settings > Quality after adding a new group
- Obsolete API warning CS0618: 'HDAdditionalLightData.SetIntensity(float)' is thrown when installing “Output Event Helpers” Samples to the project
Add comment