@thickiran It’s not possible to tell from that error. The actual error would be at the top of the console, there will be an error for when the bind group was unsuccessfully created. The usual culprit is a texture format that isn’t supported. Sometimes I’ll pause the page execution (dev tools / Source / pause button) so I can see the real error without WebGPU spamming the invalid bindgroup error.
Interesting a16 has introduced some errors
Shader warning in 'Universal Render Pipeline/Simple Lit': Output value 'ShadowPassVertex' is not completely initialized at /Users/liz/Documents/Unity/DungeonDisasters/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl(53) (on d3d11)
Compiling Subshader: 0, Pass: ShadowCaster, Vertex program with _CASTING_PUNCTUAL_LIGHT_SHADOW
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PASS_SHADOWCASTER UNITY_PBS_USE_BRDF1
Disabled keywords: DOTS_INSTANCING_ON INSTANCING_ON LOD_FADE_CROSSFADE SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ALPHATEST_ON
Shader warning in 'Universal Render Pipeline/Simple Lit': Output value 'ShadowPassVertex' is not completely initialized at /Users/liz/Documents/Unity/DungeonDisasters/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl(53) (on gles3)
Compiling Subshader: 0, Pass: ShadowCaster, Vertex program with LOD_FADE_CROSSFADE
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_LIGHTMAP_RGBM_ENCODING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PASS_SHADOWCASTER UNITY_PBS_USE_BRDF3
Disabled keywords: DOTS_INSTANCING_ON INSTANCING_ON SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ALPHATEST_ON _CASTING_PUNCTUAL_LIGHT_SHADOW
Shader warning in 'Universal Render Pipeline/Simple Lit': Output value 'ShadowPassVertex' is not completely initialized at /Users/liz/Documents/Unity/DungeonDisasters/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl(53) (on webgpu)
Compiling Subshader: 0, Pass: ShadowCaster, Vertex program with <no keywords>
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_LIGHTMAP_RGBM_ENCODING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PASS_SHADOWCASTER UNITY_PBS_USE_BRDF3
Disabled keywords: DOTS_INSTANCING_ON INSTANCING_ON LOD_FADE_CROSSFADE SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ALPHATEST_ON _CASTING_PUNCTUAL_LIGHT_SHADOW
Shader warning in 'Universal Render Pipeline/Lit': Output value 'ShadowPassVertex' is not completely initialized at /Users/liz/Documents/Unity/DungeonDisasters/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl(53) (on d3d11)
Compiling Subshader: 0, Pass: ShadowCaster, Vertex program with <no keywords>
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PASS_SHADOWCASTER UNITY_PBS_USE_BRDF1
Disabled keywords: DOTS_INSTANCING_ON INSTANCING_ON LOD_FADE_CROSSFADE SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ALPHATEST_ON _CASTING_PUNCTUAL_LIGHT_SHADOW
Shader warning in 'Universal Render Pipeline/Lit': Output value 'ShadowPassVertex' is not completely initialized at /Users/liz/Documents/Unity/DungeonDisasters/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl(53) (on gles3)
Compiling Subshader: 0, Pass: ShadowCaster, Vertex program with _CASTING_PUNCTUAL_LIGHT_SHADOW
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_LIGHTMAP_RGBM_ENCODING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PASS_SHADOWCASTER UNITY_PBS_USE_BRDF3
Disabled keywords: DOTS_INSTANCING_ON INSTANCING_ON LOD_FADE_CROSSFADE SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ALPHATEST_ON
Shader warning in 'Universal Render Pipeline/Lit': Output value 'ShadowPassVertex' is not completely initialized at /Users/liz/Documents/Unity/DungeonDisasters/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl(53) (on webgpu)
Compiling Subshader: 0, Pass: ShadowCaster, Vertex program with _CASTING_PUNCTUAL_LIGHT_SHADOW
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_LIGHTMAP_RGBM_ENCODING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PASS_SHADOWCASTER UNITY_PBS_USE_BRDF3
Disabled keywords: DOTS_INSTANCING_ON INSTANCING_ON LOD_FADE_CROSSFADE SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ALPHATEST_ON
Build completed with a result of 'Succeeded' in 267 seconds (266694 ms)
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@bugfinders Those warnings can be ignored. Maybe the warnings came from stale shaders in Library after the update? You can try deleting Library to see if that resolves the warnings.
Oddly i woke this morning, with maybe I need to clear out a bunch of stuff… I shall be back
Hello, can resource packs played under webgl platform be supported under webgpu? Does webgpu support multithreading? Some of the macros used in the current code are webgl and are not supported under webgpu
Do you have an update on the status of using Post Processing with WebGPU builds? Currently throws error: uber.shader can’t make ast variable:: null
Is it expected that WebGPU runs slower than WebGL in Chrome at this time?
Chrome Version 120.0.6099.71 (Official Build) (64-bit)
Unity 2023.3.0a14
@monark It all depends. Obviously you’re seeing a case where WebGL is faster.
Generally WebGPU can be marginally slower than WebGL still. WebGL has had a lot more time to mature.
There are some cases where WebGPU can be significantly slower then WebGL. I have one fix in a PR pending release that significantly improves the performance for drawing instances, when the number of instances changes such as with terrain or grass. The usual cause of these significant slowdowns is from shader compilation performance.
Of course there are other scenarios where WebGPU can be a lot faster, particularly when compute shaders can be utilized, such as skinning.
If you have cases where WebGPU is being significantly slower than WebGL you can send me a DM or file a bug and I’ll make sure to look into it.
@dusteff What renderer are you using (URP or BiRP), and what post processing effect(s)?
WebGPU does not support multithreaded rendering.
For resources, WebGPU requires its own shaders, so if the resource packs only have WebGL shaders, they wouldn’t work for WebGPU, which needs WebGPU compiled shaders.
I’m not sure what you’re referring to with “macros used in the current code”.
I checked my textures and they are power of 2. What else could be the issue @brendanduncan_u3d
This did lead me to discover a bug where ASTC6x6_UNorm was incorrectly being mapped to WebGPU ASTC8x5.
The ASTC formats are block aligned, not power-of-two aligned. ASTC6x6 wants textures that have a width and height that are a multiple of 6.
Because of that bug I just mentioned, in the case of ASTC6x6_UNorm WebGPU is incorrectly wanting an 8x5 alignment of width and height. I have the PR for that fix in the queue now.
@brendanduncan_u3d i got a full DXT compressed version now and it is working! this is actually amazing because we are getting at least x2 frame rate with WebGPU! Haven’t tried on iOS yet but Chrome on Safari is working as intended
Nothing significantly slower just a few frames or the same, I was really hoping it would be closer in speed to the editor, but maybe I was expecting too much.
In Editor I get 150+, in WebGL 50-60 and in WebGPU around 50 too
@monark Then it would seem your example is CPU bound and not GPU bound, and you’re limited by the web platform itself (WASM, lack of threads, etc).
Maybe I can send you an example then as the CPU really isn’t being used. It’s all on the GPU side.
@monark That would be great, you can DM me, I can take a look
Free UnityLauncherPro saved me to switch to beta channel & back in Hub vs Try License delay not bug…
WebGL enabled multi threading again ? (opt, can you describe there are more than 5 default - browser (chrome, mz,ie,safari,dx) settings in Unity 3d Editor 2023 webgpu&webGL compared features / opt. auto Load right one as webassemblypackage addressables for browser by multiselections checkbox build like script priority?)

The Web Player (previously called the WebGL Player) does support limited threading in 2023.3, some some significant limitations, https://docs.unity3d.com/2023.3/Documentation/Manual/webgl-technical-overview.html. But this is not multithreaded rendering.
Hi, I found that I couldn’t make the Deferred rendering path work in a WebGPU build (using Unity 2023.3.0a17). Is this expected?
