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)”