Simple shader compile warnings in HDRP project

Creating custom shaders in Unity 2020.3.0 HDRP (windows) and getting warnings
For really basic shaders for texture to texture rendering/blending etc. - lighting and everything off - which Unity seems to want to compile for all possible scene conditions

I try adjustments and recompile one shader but that seems to recompile ALL shaders making it harder to target issues

Shader warning in 'Master': implicit truncation of vector type at line 1955 (on d3d11)

Compiling Vertex program with DECALS_3RT _BLENDMODE_OFF _REFRACTION_OFF
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
Disabled keywords: LIGHT_LAYERS _SURFACE_TYPE_TRANSPARENT DEBUG_DISPLAY LIGHTMAP_ON DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON SHADOWS_SHADOWMASK DECALS_OFF DECALS_4RT INSTANCING_ON _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY _DOUBLESIDED_ON _ADD_PRECOMPUTED_VELOCITY _TRANSPARENT_WRITES_MOTION_VEC _ENABLE_FOG_ON_TRANSPARENT _DISABLE_DECALS _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30

Shader warning in 'Master': pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at line 2631 (on d3d11)

Compiling Fragment program with DECALS_3RT USE_CLUSTERED_LIGHTLIST SHADOW_LOW SCREEN_SPACE_SHADOWS_OFF _BLENDMODE_OFF _REFRACTION_OFF
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
Disabled keywords: _SURFACE_TYPE_TRANSPARENT DEBUG_DISPLAY LIGHTMAP_ON DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON SHADOWS_SHADOWMASK DECALS_OFF DECALS_4RT SHADOW_MEDIUM SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON USE_FPTL_LIGHTLIST INSTANCING_ON _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY _DOUBLESIDED_ON _ADD_PRECOMPUTED_VELOCITY _TRANSPARENT_WRITES_MOTION_VEC _ENABLE_FOG_ON_TRANSPARENT _DISABLE_DECALS _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30

Shader graphs are also complaining in a similar vain:
“Shader warning in ‘Shader Graphs/VerticalBillboard’: implicit truncation of vector type at line 509 (on d3d11)”

Hi, when you mention creating a custom shader, are you refering to using ShaderGraph? (We are aware of various warning produce by shader graph, wanted a confirmation). Thanks

both - I am creating shader graphs and also some basic old school shaders like to copy a texture to a render texture and apply effects.
In general - a rather lot of warnings are created - all d3d11, but maybe it is just from the shader graphs

some basic old school shaders like to copy a texture to a render texture and apply effects.
I will expect that in this case you create it like in builtin Unity? Which may explain why you have those issue? Can’t comment without the shader, but our regular shader in HDRP are warning free (Except shader graph based one), and we do have shader which copy texture :slight_smile: .

https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyDepthBuffer.shader

OK but so is there an open bug for shader graph compile warnings to be fixed?