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Fixed
Fixed in 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'
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:
- 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}
Comments (2)
-
MrEdL
Jul 16, 2024 18:57
Thanks RUBEN_VR it works like a charm ;-)
-
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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Resolution Note:
This should be fixed already; try reimporting the impacted assets.
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.