Skip to content
This repository has been archived by the owner on Jun 24, 2019. It is now read-only.

Brush Shader Errors in Unity 2018.3.x #28

Open
dblatner opened this issue Feb 18, 2019 · 14 comments
Open

Brush Shader Errors in Unity 2018.3.x #28

dblatner opened this issue Feb 18, 2019 · 14 comments

Comments

@dblatner
Copy link

Hello together,

in Unity 2018.3.6 (also previous 2018.3.5) the build can not compile with this messages
"Did not find shader kernel 'vert' to compile" and "Input signature parameter SV_VertexID (1-based Entry 0) type must be a scalar uint. at line 64"

I'm running a Mac with latest OS 10.14.3, Unity 2018.3.6f1, Scripting Runtime Setting to .NET 4.x Equivalent and API compatibility level to .NET 4.x

Screenshot:
shader_errors

It is directly related to this issue:

Affected shaders:

'Brush/Particle/Snow'
'Brush/Visualizer/Dots'
'Brush/Particle/Smoke'
'Brush/Particle/Stars'
'Brush/Particle/Bubbles'
'Brush/Particle/Embers'

@NicolasPerl
Copy link

I'm getting the same error using the same Unity version as well as Mac OS version. I deleted and reimported all Poly assets - but no luck. You're not alone.

@julia1981
Copy link

Save problem for Android with the same version

@marcokloft
Copy link

I hope Google will Update Poly to fix this Problem... have the same

@dubois
Copy link

dubois commented Feb 20, 2019

Still no luck reproducing this. Those who are seeing it:

  • Does this happen only when you do standalone builds, or do you see it any time the editor is open?
  • What editor platform are you using? I see a couple people reported macOS -- is anyone seeing this on Windows too?
  • What platform and graphics API are you targetting? Anything besides Android + GLES3?

My setup to try to repro this is:

  • Host: Unity 2018.3.5, Windows
  • Target: Windows+GLES3, Android+GLES3, Android+GLES2
  • Runtime and APIs: all of them

@anokta
Copy link
Contributor

anokta commented Feb 20, 2019

One more thing to double-check, which Poly Toolkit version are you using? Note that, the v1.1.2 release did not include the f8b7420 commit, which addressed the known issues with 2018.3+.

So, it would be good to know if you can still reproduce the issue from the repo head.

@dblatner
Copy link
Author

I am using the last official Poly v1.1.2 release.

@anokta : I'll try the head version, thanks for the suggestion.

@dubois
Copy link

dubois commented Feb 20, 2019

Another question for those who can reproduce this: what color space are you using? (Player settings -> Other Settings -> Rendering -> Color Space)

@dubois
Copy link

dubois commented Feb 20, 2019

Still no luck reproducing.

Host: macOS 10.13.6
Editor: Unity 2018.3.6f1
Target: Android GLES 3
PT: .unitypackage from github

@dblatner
Copy link
Author

@dubois : Color space is set to "Gamma". For Android build target the errors are there but the compiler builds an APK nevertheless. For iOS target the errors stop the build.

I built the unitypackage from source and the error messages slightly change, but the issue is still reproducible. Here is the console output:
capturfiles

As the console log shows
"Shader error in 'Brush/Particle/Snow': Input signature parameter SV_VertexID (1-based Entry 0) type must be a scalar uint. at line 64 (on gles)"

it can be just an Shader issue. Other Poly shaders do not produce such an error log.

@dubois
Copy link

dubois commented Feb 22, 2019

Good news; I was going to ask you to generate shader code and attach so I could show it to Unity, but while testing those instructions I was able to finally reproduce it locally.

@dubois
Copy link

dubois commented Feb 28, 2019

Unity have reproduced the issue and have opened a bug.
Best known workaround for now is to avoid the combination of Unity 2018.3 and GLES 2.0.
In particular, GLES 3.0 does not show the issue.

@yosun
Copy link

yosun commented Mar 8, 2019

Why did they add the new shaders?

@yosun
Copy link

yosun commented Mar 8, 2019

Setting it to GLES3 seems to work! Thanks @dubois

@dubois
Copy link

dubois commented Mar 11, 2019

@yosun : can you clarify who you mean by "they" and which shaders you mean by "new shaders"?

Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Labels
None yet
Projects
None yet
Development

No branches or pull requests

7 participants