Edit: Even though I just installed the HDRP on the project yesterday it seems like the v5, that seems to have been just released, fixed these issues.
Hey! Thanks for making the alpha public.
I just tried it out on a copy of our project and am getting a few compilation errors with the HDRP:
Library\PackageCache\com.unity.shadergraph@4.0.1-preview\Editor\DefaultShaderIncludes.cs(24,10): error CS0619: ‘ShaderIncludePathAttribute’ is obsolete: ‘[ShaderIncludePath] attribute is no longer supported. Your shader library must be under the Assets folder or in a package. To include shader headers directly from a package, use #include “Packages//”’
Library\PackageCache\com.unity.shadergraph@4.0.1-preview\Editor\Data\MasterNodes\ISubShader.cs(10,35): error CS0246: The type or namespace name ‘RenderPipelineAsset’ could not be found (are you missing a using directive or an assembly reference?)
Library\PackageCache\com.unity.shadergraph@4.0.1-preview\Editor\Data\Nodes\IMasterNode.cs(10,35): error CS0246: The type or namespace name ‘RenderPipelineAsset’ could not be found (are you missing a using directive or an assembly reference?)
Library\PackageCache\com.unity.shadergraph@4.0.1-preview\Editor\Data\Nodes\MasterNode.cs(14,65): error CS0535: ‘MasterNode’ does not implement interface member ‘IMasterNode.IsPipelineCompatible(RenderPipelineAsset)’
Shader error in ‘SRP Default’: failed to open source file: ‘ShaderGraphLibrary/Functions.hlsl’ at /(omitted)/Library/PackageCache/com.unity.render-pipelines.high-definition@4.0.1-preview/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl(17) (on d3d11)
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_FULL_HDR
Running this on a Win 10 machine.
Cheers!
There also seem to have been changes to the new Preferences Window API, but that’s unrelated to the HDRP.
(Currently making a SSCE)