Search Issue Tracker
Not Reproducible
Votes
3
Found in
Issue ID
1196304
Regression
No
[Shader] Shadergraph errors do not clear from asset
Steps to reproduce:
1. download project and open scene
2. open "broken.shadergraph"
3. select custom function node and remove "//" (see picture attached below)
4. save asset
5. In project, select "broken.shadergraph"
6. In inspector, click "compile and show code"
7. observe errors printed below "compile and show code" button
8. go back to custom function node and add "//" at start of second line
9. save asset
10. observe errors clear from below "compile and show code"
11. In project, unselect and select "broken.shadergraph"
12. In inspector, observe errors are displayed under "compile and show code"
Expected: errors do not appear in Inspector UI when selecting asset any time after fixing code
Actual: error appears in Inspector UI after reselecting asset
Reproduces: 2019.3.0b8 (7eb5456f98b4), 2020.1.0a8 (a932f1074310)
Note: this behaviour is the same without step 6 (saving asset is trigger the issue)
Note: these errors can only cleared by removing library folder
This is a UI issue - the errors do not actually break anything or block the user. The only impact is some confusion about whether there are errors.
Comments (2)
-
_watcher_
Apr 25, 2020 17:15
Seems to persist in 8.1 (2020.1.0b4). I have also other unrelated errors in ShaderGraph. Some of them outlined here (including this one):
https://forum.unity.com/threads/sampletexture2dlod-alternative-for-gles2-0.876196/#post-5762803
I did not use Subgraphs in my tests.
Basically as outlined above, everything seems to break once i hit 'Compile and show code'. -
marctem
Jan 29, 2020 23:50
This will be partially fixed in Shader Graph 7.2.
The issue will still occur if the errors are in a subgraph; fixing that will have to wait until Shader Graph 8.0.
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
- SystemInfo.get_graphicsDeviceName() is generating garbage GC Alloc when using Metal graphics API
- Crash on D3D12CommonShader::ApplyGpuProgram when attaching material which samples "_UnityFBInput0" to "Full Screen Pass Renderer Feature" Component
- SpeedTree meshes and objects count differs when comparing the numbers in the Player with the Editor
- Model and Prefab Preview icons are not updated after upgrading associated Materials to URP
- Game view is rendered white when viewing the Editor with HDR display and Post Proccesing is enabled on the Main Camera with 2D URP
Resolution Note (2021.2.X):
This issue is no longer reproducible in 2019.4.28f1.