I tried to create a new project using the template in the hub, and am getting the demo scene completly pink, with following errors.
Shader error in 'graphs/Paint1G_WAnim_Shader': failed to open source file: 'LWRP/ShaderLibrary/Core.hlsl' at line 65 (on d3d11)
Compiling Vertex program with FOG_EXP2 _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
Shader error in 'LightweightPipeline/Standard (Physically Based)': failed to open source file: 'LWRP/ShaderLibrary/LightweightPassLit.hlsl' at line 115 (on d3d11)
Compiling Vertex program with FOG_EXP2 _NORMALMAP _METALLICSPECGLOSSMAP _OCCLUSIONMAP _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
Shader error in 'LightweightPipeline/Standard (Physically Based)': failed to open source file: 'LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl' at line 172 (on d3d11)
Compiling Vertex program with _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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: 'LWRP/ShaderLibrary/LightweightPassMeta.hlsl' at line 198 (on d3d11)
Compiling Vertex program with UNITY_PASS_META _METALLICSPECGLOSSMAP
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 'Hidden/LightweightPipeline/ScreenSpaceShadows': failed to open source file: 'CoreRP/ShaderLibrary/Common.hlsl' at line 12 (on d3d11)
Compiling Vertex program with _SHADOWS_SOFT
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
Also sent a bug report from the bug reporter in Editor.
The issue was that somehow the Render Pipeline asset wasnât set in the Graphics Settings. Fixed it by assigning it. Maybe there could be some user-visible error about using RP shaders, but not having a settings asset set?
the scene goes right after installed the packagesïŒbut materials still in pink
while shader files like this
It was fixed by âopen shader editorâ and âsave assetâ.ïŒdo not know whyâŠïŒ
This is not really the way to work with packages, they should stay as a package, if you want to have a local development branch/version I would suggest dropping the âcom.unityâ folders into the package folder in your project rather than inside of the assets directory, either that or point to the folder in the âmanifest.jsonâ file with a local âfileâ reference, this is how we develop here at Unity.
2018.1 is very old in terms of SRP, I would look at least in moving to 2018.2 considering itâs out of beta now, and if you want the best LWRP experience I would keep updating through till 2019.1, it will be very much worth the occasional upgrade issues.
i have a same problem here:
Shader error in âLightweightPipeline/Standard (Physically Based)â: failed to open source file: âLWRP/ShaderLibrary/InputSurfacePBR.hlslâ at line 153 (on d3d11)
Compiling Vertex program with UNITY_PASS_SHADOWCASTER
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
Hi, I am also facing same problemâŠ
Shader error in âLightweightPipeline/Standard (Simple Lighting)â: failed to open source file: âLWRP/ShaderLibrary/InputSurfaceSimple.hlslâ at line 138 (on d3d11)
Compiling Vertex program with UNITY_PASS_SHADOWCASTER
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_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING
I encountered this problem with 2018.3.2f1 and was able to fix it by reimporting the shader in question. By doing that it posted another 2 errors and I did the same with them: reimport. Seems to be working now.
Could you recommend us what do when we are using - LWRP 3.0.0 Preview with 2018.2.20f1 ?
All custom shaders are working fine on Windows. Mac and Android, but when ported to IOS - simple Lit and Physically-based shaders are somehow broken - we are using many low poly models and we have upgraded all of the materials to LWRP Physically-based, we tried to reimport models, change Normals - calculate by Unity - but nothing seems to work - faces towards the Light from those models with LWRP materials are either white or black when moving the directional light together with cameraâŠ
Hmm this should be fine, hard to tell what is going wrong though. I would suggest opening a bug but also the reality is that since this is 18.2 and LWRP was in preview(coming out of preview in 19.1) means that we are no longer doing back ports to it. I would suggest upgrading to at least 18.3 and grabbing LWRP 4.9.0-preview, this is pretty stable and should definitely render that scene fine, if not feel free to open a bug with a small repo.
Found the problem - we have custom models and their initial size was huge, so we scale them down inside the prefab. As a result - incorrect lighting on the vertices. To fix it - we just change the initial size on the model import settings.