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Won't Fix
Votes
0
Found in
2022.3.61f1
6000.0.48f1
6000.1.1f1
6000.2.0a10
6000.3.0a1
6000.4.0a1
6000.5.0a1
Issue ID
UUM-104211
Regression
No
Unrecognized identifier DECLARE_STACK_CB error is thrown when VirtualTexture Property is used with Custom RenderTexture target
Steps to reproduce:
- Open the attached project
- Open the New Shader Graph file
- Observe the Console and the Preview window
Actual results: Shader error in 'Shader Graphs/Master': unrecognized identifier 'DECLARE_STACK_CB' at /(106) error is thrown, and the preview window is displaying a checkered magenta texture
Expected results: No errors are thrown and the Shader is compiled
Reproducible with versions: 2022.3.61f1, 6000.0.48f1, 6000.1.1f1, 6000.2.0a10
Tested on (OS): Ubuntu 24.04, macOS 15.4.1
Full Error message:
*
{quote}Shader error in 'Shader Graphs/Master': unrecognized identifier 'DECLARE_STACK_CB' at /(106) (on metal)
Compiling Subshader: 0, Pass: <Unnamed Pass 0>, Vertex program with <no keywords>
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_FULL_HDR 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: SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA 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_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING
{quote}
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Resolution Note:
Shader Graph doesn't currently support a great way for a shader target to express its compatibility with virtual texturing. If you attempt to use virtual texturing within a CustomRenderTexture target, you will get appropriate error messages.
We'll revisit this gap in the near future, but won't be addressing this issue directly.