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Won't Fix
Votes
0
Found in
2021.3.46f1
Issue ID
UUM-87080
Regression
No
"Shader warning in 'Hidden/Universal Render Pipeline/StencilDeferred': implicit truncation of vector type" Warnings are thrown after building the project
Steps to reproduce:
1. Create a new project with Runner Game template
2. Build And Run
3. Observe the Console
Actual results: "Shader warning in 'Hidden/Universal Render Pipeline/StencilDeferred': implicit truncation of vector type" warnings are thrown
Expected results: No errors or warnings are thrown
Reproducible with versions: 2021.3.46f1
Can't test with versions: 2022.3.52f1, 6000.0.27f1, 6000.1.0a4 (No Runner Game template){}{}
Tested on (OS): macOS Sonoma 14.6 (M1), macOS Sequoia 15 (Intel)
Note:
Full warnings:
{code:java}
Shader warning in 'Hidden/Universal Render Pipeline/StencilDeferred': implicit truncation of vector type at line 187 (on metal)
Compiling Subshader: 0, Pass: Deferred Directional Light (Lit), Fragment program with _DEFERRED_FIRST_LIGHT _DEFERRED_MAIN_LIGHT _DEFERRED_STENCIL _DIRECTIONAL _LIGHT_COOKIES _LIT _MAIN_LIGHT_SHADOWS_CASCADE
Platform defines: SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER 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 _ADDITIONAL_LIGHT_SHADOWS _DEFERRED_MIXED_LIGHTING _GBUFFER_NORMALS_OCT _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_SCREEN _RENDER_PASS_ENABLED _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
{code}
{code:java}
Shader warning in 'Hidden/Universal Render Pipeline/StencilDeferred': implicit truncation of vector type at line 232 (on metal)
Compiling Subshader: 0, Pass: Deferred Punctual Light (Lit), Fragment program with _DEFERRED_MIXED_LIGHTING _DEFERRED_STENCIL _LIGHT_COOKIES _LIT _SPOT
Platform defines: SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER 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 _ADDITIONAL_LIGHT_SHADOWS _GBUFFER_NORMALS_OCT _LIGHT_LAYERS _POINT _RENDER_PASS_ENABLED _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
{code}
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