Search Issue Tracker
Feature Request
Votes
0
Found in [Package]
14.0.3
15.0.2
Issue ID
SGB-422
Regression
Yes
URP shader graph compilation error when importing AlphaClip on the Android platform
Reproduction steps:
1. Open the attached project "ShaderCompilationError"
2. Switch the platform to Android in File > Build Settings
3. Reimport Assets/Shaders/AlphaClip.shadergraph
4. Observe the Console
Expected result: Error “Program 'frag', error X8000: D3D11 Internal Compiler” appear in the Console
Actual result: There are no errors in the Console
Reproducible with: 14.0.3(2022.2.0a16), 14.0.4 (2022.2.2f1), 15.0.3 (2023.1.0a25)
Not reproducible with: 10.10.1 (2020.3.44f1), 12.1.8 (2021.3.16f1), 14.0.3 (2022.2.0a15)
Reproducible on: Windows 10 Enterprise 21H2
Notes:
- A shader compilation error can occur when Alpha Clipping is enabled for a single precision URP shader graph depending on the structure of the graph when compiling a shader graph for Android
- Switching the graph to half precision fixes the error
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
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
Resolution Note:
a precision handling error is introduced due to a microsoft compiler bug. There is currently no supported solution to capture platform specific shader compilation errors prior to building for that platform. This is a general problem with the shader authorship pipeline, and not a ShaderGraph issue specifically.
I'm changing this to a feature request, as the solution/fix involves rethinking how we validate shaders at editor time for a target platform.