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Fixed in 8.0.0
Votes
10
Found in [Package]
8.0.0
Issue ID
1184870
Regression
Yes
[UniversalRP] Shader compilation error when using GPU instancing
To reproduce:
1. Open the attached project;
2. Upgrade SRP packages to master branch;
3. Open "New Scene";
4. Make sure GPU instancing is enabled on Interceptor material;
5. Reimport RaceBoats shadergraph;
6. Check the console;
- the error is thrown
7. Disable GPU instancing on Interceptor material;
8. Reimport the RaceBoats shadergraph;
9. Check the console
Result: The error is thrown when GPU instancing is enabled: Shader error in 'BoatAttack/RaceBoats': redefinition of 'unity_Builtins2Array' at /<...>/ScriptableRenderPipeline/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl(114) (on metal)
Compiling Vertex program with UNITY_PASS_SHADOWCASTER INSTANCING_ON
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING
Reproduced with: 8.0.0 SRP package + 2020.1.0a5
Comments (17)
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MattMurch
Nov 05, 2019 19:45
We really need a fix for this in 2019.3 Same error with or without GPU instancing
jonny2027
Nov 05, 2019 11:10
What release will this get fixed in? Is 8.0.0 Unity 2020 only as this really needs back porting to 2019.3.0
FixItFelix
Nov 04, 2019 09:54
Will that be available for 2019.3?
Time-Jockey
Oct 21, 2019 03:36
Same issue - I get the error regardless, but shader breaks when enabling GPU instancing
GeorgeAdamon
Oct 14, 2019 18:13
I'm getting this exact error with a ShaderGraph, regardless of GPU Instancing.
I'm working on Unity 2019.3.0b6, URP 7.1.2, Android + Oculus Quest
HappySlice
Oct 05, 2019 00:45
I'm getting this with a Shader Graph shader, but only when I enable GPU Instancing.
Shader error in 'Shader Graphs/Simple Triplanar': redefinition of 'unity_Builtins2Array' at .../Library/PackageCache/com.unity.render-pipelines.universal@7.1.2/ShaderLibrary/UnityInput.hlsl(114) (on d3d11)
Compiling Vertex program with UNITY_PASS_SHADOWCASTER INSTANCING_ON
Platform defines: UNITY_NO_DXT5nm UNITY_ENABLE_REFLECTION_BUFFERS UNITY_NO_CUBEMAP_ARRAY UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 SHADER_API_DESKTOP UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_LIGHTMAP_DLDR_ENCODING