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Fixed in 6.5.0
Votes
0
Found in [Package]
5.3.1
Issue ID
1129900
Regression
Yes
Shader Graph - Invalid dependency paths when creating Unlit graphs
Shader Graph - Invalid dependency paths when creating Unlit graphs
When creating an Unlit Shader Graph asset, two warnings about invalid dependencies will be shown in the console:
Invalid dependency path: Packages\com.unity.render-pipelines.lightweight\Editor\ShaderGraph\lightweightUnlitPass.template
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Invalid dependency path: Packages\com.unity.render-pipelines.lightweight\Editor\ShaderGraph\lightweightUnlitExtraPasses.template
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
1. Open Unity
2. Load the attached project
3. Create an Unlit shader graph in the project view
Expected Result:
A graph asset is created without any warnings or errors.
Actual Result:
Two warnings appear in the console.
Tested on Windows using Unity 2019.1.0b4
Occurs in Shadergraph/LWRP 5.3.1
Does not occur when using the 5.2.3 set.
Comments (3)
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shubhamswaraj2021
Aug 18, 2020 16:50
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jeyemdelacruz
Jul 16, 2019 08:33
How did you fix this pls help
dlawry
Jun 14, 2019 23:40
Seems like a simple thing to fix. There's a check in the public override void OnImportAsset(AssetImportContext ctx) method of ShaderGraphImporter.cs to ensure the sourceAssetDependencyPath starts with either "Packages/" or "Assets/". The problem is with the OS relevant path separator I think. On Windows environments the check would be against "Packages\\" or "Assets\\" so simply abstracting the OS path separator to use in this check would probably be a good solution.
Tested on Windows 10 with Unity Version 2019.1.6f1 (f2970305fe1c)