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URP shader graph compilation error when importing AlphaClip on the Android platform
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
* 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
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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.