2018.1.0b13 & Shader Errors

I have a problem with the new editor in linux. The way to reproduce it is simple, it is produced just by starting a new project of Lightweight RP type.
Unity 2018.1.0b13 is newly installed, my linux is an Ubuntu Desktop 16.04.
You can see the following screen:

The error messages are next:

-
Shader error in ‘ShadowBlurMoments.compute’: All kernels must use same constant buffer layouts; ‘blurWeightsStorage’ property found to be different
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Assertion failed: Assertion failed on expression: ‘success’
UnityEditor.ShaderUtil:CreateShaderAsset(String)
ShaderGraphImporter:OnImportAsset(AssetImportContext) (at /home/emser/.config/unity3d/cache/packages/packages.unity.com/com.unity.shadergraph@1.1.2-preview/Editor/Importers/ShaderGraphImporter.cs:75)
UnityEditor.Experimental.AssetImporters.ScriptedImporter:GenerateAssetData(AssetImportContext)
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Shader error in ‘LightweightPipeline/Standard Terrain’: failed to open source file: ‘common.hlsl’ at /home/emser/.config/unity3d/cache/packages/packages.unity.com/com.unity.render-pipelines.core@1.1.2-preview/CoreRP/ShaderLibrary/EntityLighting.hlsl(4) (on glcore)
Compiling Vertex program with _ADDITIONAL_LIGHTS
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
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Shader error in ‘LightweightPipeline/Standard (Simple Lighting)’: failed to open source file: ‘common.hlsl’ at /home/emser/.config/unity3d/cache/packages/packages.unity.com/com.unity.render-pipelines.core@1.1.2-preview/CoreRP/ShaderLibrary/EntityLighting.hlsl(4) (on glcore)
Compiling Vertex program with _ADDITIONAL_LIGHTS _SPECULAR_COLOR _GLOSSINESS_FROM_BASE_ALPHA
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
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Shader error in ‘Hidden/LightweightPipeline/ScreenSpaceShadows’: failed to open source file: ‘common.hlsl’ at /home/emser/.config/unity3d/cache/packages/packages.unity.com/com.unity.render-pipelines.core@1.1.2-preview/CoreRP/ShaderLibrary/EntityLighting.hlsl(4) (on glcore)
Compiling Vertex program
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
-
Shader error in ‘LightweightPipeline/Standard (Physically Based)’: failed to open source file: ‘common.hlsl’ at /home/emser/.config/unity3d/cache/packages/packages.unity.com/com.unity.render-pipelines.core@1.1.2-preview/CoreRP/ShaderLibrary/EntityLighting.hlsl(4) (on glcore)
Compiling Vertex program with _NORMALMAP _ADDITIONAL_LIGHTS _METALLICSPECGLOSSMAP _OCCLUSIONMAP
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
-

Could you tell me why this is happening and what can I do to solve it? Tell me if you need more information about it.

Thanks in advance!

David

I found a case sensitive error in the file .config/unity3d/cache/packages/packages.unity.com/com.unity.render-pipelines.core@1.1.2-preview/CoreRP/ShaderLibrary/EntityLighting.hlsl

I change the include in the line 4, from:

#include “common.hlsl”
to:

#include “Common.hlsl”
and ‘Voila!’, all previous problems gone.

But now a new problem has arisen: the loading of the scene is maintained in an endless “Hold On” modal window cycle, trying to do something with a file called
“com.unity.render-pipes.lightweight/LWRP/Shaders/LightweightStandardParticles.shader”

Does it sound familiar, can you tell me what can be done?

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These are unfortunately both known issues; we’re working to address them.

To work around the endless “Hold On” cycle, you can try turning off “Auto Refresh” in the editor preferences (you can still refresh manually by using the Assets->Refresh menu item). (If you can’t get to the point of loading the preferences window, you can edit ~/.local/share/unity3d/prefs in a text editor.)

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Thanks Tak for your answer! I did that and the loop problem’s gone. The problems with the shaders continue, gonna keep working with the previous version and I will wait the next version for test this functionality.

Hi, could you please say where is this file “.config/unity3d/cache/packages/packages.unity.com/com.unity.render-pipelines.core@1.1.2-preview/CoreRP/ShaderLibrary/EntityLighting.hlsl” I couldn’t find this path in Program files or ProgramData or AppData

Hi IIporpammep! I understand from your comment that you are referring to the windows version. This problem is referenced to the problem for the linux version. Anyway, if the problem you have is similar, I understand that you can check inside C:/Users/<your_user>/Application Data/, maybe a unity3d/ folder it’s out there. The truth I am guessing 'cause I do not have the windows version.
I recommend you check the forum for the windows version for more precisions.
Regards!

If you have bug in ShadowBlurMoments.compute.
Shader error in 'ShadowBlurMoments.compute': All kernels must use same constant buffer layouts; 'blurWeightsStorage' property found to be different

download here: GitHub - unity3d-kr/ScriptableRenderPipeline: Fix for ScriptableRenderPipeline Tag:2018.1.0f2

Easily created an error by newing a material:
Shader error in ‘Lightweight Render Pipeline/Lit’: failed to open source file: ‘Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl’ at Library/PackageCache/com.unity.render-pipelines.lightweight@4.0.1-preview/Shaders/LitInput.hlsl(4) (on d3d11)

1 Like