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Fix In Review for 6000.0.0f1

Votes

4

Found in

6000.0.3f1

Issue ID

UUM-72385

Regression

Yes

[ShaderGraph][URP Sample] TerminalScene screens broken, shader error in 'Shader Graphs/Screen_Graph': 'SHADERGRAPH_BAKED_GI'

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*Steps to reproduce:*
# Create a new project from the Universal 3D sample template.
# Observe console.

*Actual results:* Shader error in 'Shader Graphs/Screen_Graph': 'SHADERGRAPH_BAKED_GI': Too few arguments to a macro call. at Assets/Scenes/Terminal/Shaders/Screen_Graph.shadergraph
* Error prevents build from succeeding according to [https://jira.unity3d.com/browse/GSG-1847]
* Looks like it breaks the screens in TerminalScene of the URP Sample on Mac/Win.
!Screenshot 2024-05-20 at 14.07.26.png|thumbnail!

*Expected results:* No error.

*Reproducible with versions:* 6000.0.3f1, 2022.3.29f1, 2022.3.26f1

*Not reproducible with versions:* 2022.3.25f1, 2021.3.37f1

 

*Tested on (OS):* macOS 12.7.4, Win 11

*Notes:*
* Previously reported [https://jira.unity3d.com/browse/GSG-1847] but was archived without resolution.
* Relevant slack threads:
** [https://unity.slack.com/archives/C3KQ4UD6V/p1712132546845519]
** [https://unity.slack.com/archives/C3KQ4UD6V/p1713700160842899]
** [https://unity.slack.com/archives/C02N6JRGRST/p1712129085232369]
* Full error message:

{code:java}
Shader error in 'Shader Graphs/Screen_Graph': 'SHADERGRAPH_BAKED_GI': Too few arguments to a macro call. at Assets/Scenes/Terminal/Shaders/Screen_Graph.shadergraph(4824)
Compiling Subshader: 0, Pass: ScenePickingPass, Fragment program with _FORWARD_PLUS _REFLECTION_PROBE_BOX_PROJECTION
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_NEEDS_RENDERPASS_FBFETCH_FALLBACK UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DOTS_INSTANCING_ON SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING
{code}

  1. Resolution Note (fix version 6000.0.0f1):

    This was due to a serialization bug. The Library folder is not longer bundled with the sample so the bug no longer occurs.

Comments (2)

  1. MrEdL

    Jul 16, 2024 18:57

    Thanks RUBEN_VR it works like a charm ;-)

  2. ruben_vr

    Jun 17, 2024 09:45

    I could actually fix it in the “ScreenLighting” shadersubgraph:
    Search the connection between “Baked GI” (Out 3) → “Multiply” (A3) and delete it.
    Hit save.
    Reconnect the node as it was before.
    Hit save.
    → The shader is displayed correctly in my scene.

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