Search Issue Tracker
Not Reproducible
Votes
0
Found in [Package]
Issue ID
1041696
Regression
No
When the pipeline package changes, old shadergraphs may be broken until they're manually opened and re-saved by users.
If the pipeline has changed in such a way that the shaders are broken and need to be recompiled, can we recognize that and recompile them?
Currently if you have a shader graph that you made in e.g. SG 0.1.7, and then you move to SG 0.1.14 / LW 0.1.23, the shader will be pink until you open it and click Save to recompile your shader. Automating this would be nice as it's very scary and confusing for users at first, and then really annoying and boring for users later.
stramit commented on Jan 24
This uses Scripted importer (see: ShaderGraphImporter.cs) you should be able to bump the version which will cause reimport.
stramit commented on Jan 24
hrrm looks like this isn't working. Reached out the asset team.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment