Hello, IDK how to fix this, but i know:
1. my URP(10.8.1)
2. this happen when i try to set material type to unlit
3. and i have a code sample, and i know that this happen at 114 str, see below
#if (SHADERPASS == SHADERPASS_SHADOWCASTER)
float3 _LightDirection;
#endif
Varyings BuildVaryings(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if defined(FEATURES_GRAPH_VERTEX)
// Evaluate Vertex Graph
VertexDescriptionInputs vertexDescriptionInputs = BuildVertexDescriptionInputs(input);
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);
// Assign modified vertex attributes
input.positionOS = vertexDescription.Position;
#if defined(VARYINGS_NEED_NORMAL_WS)
input.normalOS = vertexDescription.Normal;
#endif //FEATURES_GRAPH_NORMAL
#if defined(VARYINGS_NEED_TANGENT_WS)
input.tangentOS.xyz = vertexDescription.Tangent.xyz;
#endif //FEATURES GRAPH TANGENT
#endif //FEATURES_GRAPH_VERTEX
// TODO: Avoid path via VertexPositionInputs (Universal)
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
// Returns the camera relative position (if enabled)
float3 positionWS = TransformObjectToWorld(input.positionOS);
#ifdef ATTRIBUTES_NEED_NORMAL
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
#else
// Required to compile ApplyVertexModification that doesn't use normal.
float3 normalWS = float3(0.0, 0.0, 0.0);
#endif
#ifdef ATTRIBUTES_NEED_TANGENT
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
#endif
// TODO: Change to inline ifdef
// Do vertex modification in camera relative space (if enabled)
#if defined(HAVE_VERTEX_MODIFICATION)
ApplyVertexModification(input, normalWS, positionWS, _TimeParameters.xyz);
#endif
#ifdef VARYINGS_NEED_POSITION_WS
output.positionWS = positionWS;
#endif
#ifdef VARYINGS_NEED_NORMAL_WS
output.normalWS = normalWS; // normalized in TransformObjectToWorldNormal()
#endif
#ifdef VARYINGS_NEED_TANGENT_WS
output.tangentWS = tangentWS; // normalized in TransformObjectToWorldDir()
#endif
#if (SHADERPASS == SHADERPASS_SHADOWCASTER)
// Define shadow pass specific clip position for Universal
output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
#if UNITY_REVERSED_Z
output.positionCS.z = min(output.positionCS.z, output.positionCS.w * UNITY_NEAR_CLIP_VALUE);
#else
output.positionCS.z = max(output.positionCS.z, output.positionCS.w * UNITY_NEAR_CLIP_VALUE);
#endif
#elif (SHADERPASS == SHADERPASS_META)
output.positionCS = MetaVertexPosition(float4(input.positionOS, 0), input.uv1, input.uv2, unity_LightmapST, unity_DynamicLightmapST);
#else
output.positionCS = TransformWorldToHClip(positionWS);
#endif
#if defined(VARYINGS_NEED_TEXCOORD0) || defined(VARYINGS_DS_NEED_TEXCOORD0)
output.texCoord0 = input.uv0;
#endif
#if defined(VARYINGS_NEED_TEXCOORD1) || defined(VARYINGS_DS_NEED_TEXCOORD1)
output.texCoord1 = input.uv1;
#endif
#if defined(VARYINGS_NEED_TEXCOORD2) || defined(VARYINGS_DS_NEED_TEXCOORD2)
output.texCoord2 = input.uv2;
#endif
#if defined(VARYINGS_NEED_TEXCOORD3) || defined(VARYINGS_DS_NEED_TEXCOORD3)
output.texCoord3 = input.uv3;
#endif
#if defined(VARYINGS_NEED_COLOR) || defined(VARYINGS_DS_NEED_COLOR)
output.color = input.color;
#endif
#ifdef VARYINGS_NEED_VIEWDIRECTION_WS
output.viewDirectionWS = GetWorldSpaceViewDir(positionWS);
#endif
#ifdef VARYINGS_NEED_SCREENPOSITION
output.screenPosition = ComputeScreenPos(output.positionCS, _ProjectionParams.x);
#endif
#if (SHADERPASS == SHADERPASS_FORWARD) || (SHADERPASS == SHADERPASS_GBUFFER)
OUTPUT_LIGHTMAP_UV(input.uv1, unity_LightmapST, output.lightmapUV);
OUTPUT_SH(normalWS, output.sh);
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
half3 vertexLight = VertexLighting(positionWS, normalWS);
half fogFactor = ComputeFogFactor(output.positionCS.z);
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
return output;
}
Full text of error:
Shader error in 'Shader Graphs/GrassShader': invalid subscript 'shadowCoord' at /Users/Rim/Desktop/LeGro/UnityProjects/LabHero3D/Library/PackageCache/com.unity.render-pipelines.universal@10.8.1/Editor/ShaderGraph/Includes/Varyings.hlsl(114) (on d3d11)
Compiling Vertex program with _MAIN_LIGHT_SHADOWS
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DIRLIGHTMAP_COMBINED DOTS_INSTANCING_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS 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_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _MAIN_LIGHT_SHADOWS_CASCADE _SAMPLE_GI
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