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Fixed

Fixed in 6000.0.45f1, 6000.1.0b13, 6000.2.0a7

Votes

0

Found in

6000.0.20f1

6000.2.0a1

Issue ID

UUM-83777

Regression

No

[VFX Graph] HLSL VFXFIXED_RAND isn't working in custom HLSL while mentionned in the doc

-

Steps to reproduce:

1. import the procided Package

2. Drag and Drop the VFXG_RandomHLSL.vfx in a scene

3. Open the VFXG_RandomHLSL.vfx

4. Notice that the Graph isn't compiling and spill errors:

Actual results: 

Shader error in 'VFXG_RandomHLSL] [Simple Burst] Initialize Particles': 'asuint': no matching 1 parameter intrinsic function; Possible intrinsic functions are: asuint(double, out uint x, out uint y) asuint(float [Simple Burst] Initialize Particles': undeclared identifier 'systemSeed' at kernel CSMain at VFXG_RandomHLSL.vfx(192) (on d3d11)

 

Shader error in '[VFXG_RandomHLSL] [Simple Burst] Initialize Particles': undeclared identifier 'VFXFIXED_RAND' at kernel CSMain at VFXG_RandomHLSL.vfx(192) (on d3d11)

 

Expected results: As stated by the doc, user should be able to generate Fixed random value easily thanks to this function:
https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@17.0/manual/Block-CustomHLSL.html

Reproducible with versions: 

Not reproducible with versions: 

Can’t test with versions: 

Tested on (OS): 

Notes:

  • The Documentation also seems a bit imprecise:

|VFXFIXED_RAND|float|Generate a random scalar value for each VFX Graph system.|
This seems wrong. The correct doc could be:
Generate a random scalar value for each VFX Graph system.

 

[^VFXG_HLSL_FixedRandom.unitypackage]

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