Search Issue Tracker
Fixed in 12
Votes
1
Found in [Package]
11
Issue ID
1296291
Regression
No
[Shadergraph] Shadergraph shader errors in console are not cleared when the graph is fixed
Repro steps (case 1):
1. Create a new shader graph
2. Create a custom function node
3. Give the custom function node a float output
4. Plug the custom function node's output into the "color" output of the graph, observe the errors
5. Unplug the custom function node's output from the "color" output of the graph
Expected result: the error for the main preview is removed from the console
Actual result: the error for the main preview remains
Said error should look something like: "Shader error in 'Master': variable '_CustomFunction_d29bb6f5938242698c96d2462b742c1a_New_0' used without having been completely initialized at line 278 (on d3d11)"
Repro steps (case 2):
1. Create a new shader graph
2. Create a custom function node
3. Give the custom function node a float output, observe the error printed to the console
4. Delete the custom function node
Expected result: the error of the custom function node's preview failing to render is deleted when the custom function node is deleted
Actual result: the error stays
Repro steps (case 3):
1. Create a new shader graph
2. Create a custom function node
3. Give the custom function node a float output, observe the error printed to the console
4. Delete the output to the custom function node you just created
Expected result: the error of the custom function node's preview failing to render is deleted when the custom function node's preview shader changes
Actual result: the error stays
The errors for case 2 and 3 should look something like:
"Shader error in 'hidden/preview/CustomFunction_4d4dda8b932a414c9f04da5492c829d9': variable '_CustomFunction_4d4dda8b932a414c9f04da5492c829d9_New_0' used without having been completely initialized at line 145 (on d3d11)"
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Assigned font's bold/font-weight styles render using Default Font's assets when Default Font has corresponding style assets defined in TMP Settings
- "Modifying the parent of a VisualElement while it’s already being modified is not allowed" error is thrown when entering text and pressing tab in the Search window
- Mesh colliders are not updating their positions of bounds correctly
- Images are missing from the "Open the sprite editor" documentation for 6.0, 6.1 and 6.2
- The previous element in the array is modified when assigning an Asset to a new element of AssetReferenceT
Add comment