implicit truncation of vector type caused by ShaderGraphFunctions.hlsl

I have hundreds of “implicit truncation of vector type” warnings when building a Windows Player. I’m using Unity 2022.3.0f1 and URP/ShaderGraph 14.0.7-

These warnings all seem to come from shadergraph_LWReflectionProbe in com.unity.render-pipelines.universal@14.0.7\ShaderLibrary\ShaderGraphFunctions.hlsl

float3 shadergraph_LWReflectionProbe(float3 viewDir, float3 normalOS, float lod)
{
    float3 reflectVec = reflect(-viewDir, normalOS);
#if USE_FORWARD_PLUS
    return half4(SAMPLE_TEXTURECUBE_LOD(_GlossyEnvironmentCubeMap, sampler_GlossyEnvironmentCubeMap, reflectVec, lod));
#else
    return DecodeHDREnvironment(SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0, reflectVec, lod), unity_SpecCube0_HDR);
#endif
}

Please notice the return half4 statement, but the expected return type is float3 actually.

Can you tell me when it’s being fixed? Thank you in advance.

Thank you for letting us know about this, Peter. The URP team owns this code and should be the ones to fix it (rather than the Shader Graph team). Please submit a bug for them to look at.

Thank you for your reply, Ben. I have submitted a bug report with a repro case: IN-49731.

Could you please notify the person who would be interested in this? Thank you in advance.

Unity QA was able to reproduce the issue. Thank you QA! You can find the bug-report in the public issue tracker now: