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Bug / Crash  [Fixed] ProceduralInstanced.shadergraph build error on Unity 6
#1
I encountered an error on building my project in Unity 6000.0.0.41f. 

in ObiMaterials/Common/Instanced/Compute/ProceduralInstanced.shadergraph:

Code:
'SampleShadow_ComputeSamples_Tent_5x5': cannot convert output parameter from 'min16float[9]' to 'float[9]'
Compiling Subshader: 0, Pass: ShadowCaster, Vertex program with PROCEDURAL_INSTANCING_ON SHADOWS_DEPTH
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PASS_SHADOWCASTER UNITY_PBS_USE_BRDF1 UNITY_PLATFORM_SUPPORTS_DEPTH_FETCH UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: INSTANCING_ON SHADER_API_GLES30 SHADOWS_CUBE UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_VIRTUAL_TEXTURING _CASTING_PUNCTUAL_LIGHT_SHADOW

The fix was easy enough to find. Turns out in the graph, the position input node has its precision set to single, while the other nodes are set to inherit. Setting it to inherit fixes the mismatched precision issue.
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