Search Issue Tracker
Fixed in 12.0.0
Votes
0
Found in [Package]
12.0.0
Issue ID
1345580
Regression
No
[ShaderGraph] Variant stripping fails for shader graph shaders when using built-in target
How to reproduce:
1. Open the attached project
2. Make a build
3. Wait for the progress prompt to appear
4. Inspect the 'Compiling shader variants' process
Expected result: There are about ~70 total variants
Actual result: There are about ~170 thousand total variants
Reproducible with: 12.0.0 (2021.2.0b2, 2022.1.0a2)
Couldn't test with: 7.6.0 (2019.4.28f1), 10.5.0 (2020.3.14f1), 11.0.0 (2021.1.14f1) (Built-in target not available)
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
- Some UXML Template Asset foldouts appear enabled when all fields inside are disabled
- URP Terrain Demo crash on burst_signal_handler after Generating lighting
- Project window button icons are poorly visible and their shades differ in Light theme
- GC.Alloc called by HDRenderPipeline.LensFlareMergeOcclusionDataDrivenPass() when playing the default HDRP Sample Template project
- Automatic LOD fails and SRP Batcher incompatibility occurs when using spline-based quad-topology meshes
Resolution Note (fix version 12.0.0):
Added shader variant stripping for the Shader Graph BuiltIn Target. Fixed in Unity 2022.1.0a6 and above.