I have migrated a number of shader graphs to Unity 2020.2.2 and URP10.2.2. and HDRP10.2.2
All they showed as SRP compatible in 2020.1.1 and still do on 2020.2.2. and HDRP10.2.2
But on URP they show as
SRP Batcher - not compatible
Not initialized ()
UnityPerMaterial CBuffer inconsistent size inside a SubShader (Universal Forward).
Any hints?
tomekkie2:
I have migrated a number of shader graphs to Unity 2020.2.2 and URP10.2.2. and HDRP10.2.2
All they showed as SRP compatible in 2020.1.1 and still do on 2020.2.2. and HDRP10.2.2
But on URP they show as SRP batcher - not compatible, Not initialized ()
UnityPerMaterial CBuffer inconsistent size inside a SubShader (Universal Forward).
Any hints?
It’s a bug that exists across multiple versions of SRP (from 9 to 11). I reported this bug and Unity added it to issue tracker.
Sad to say I did not find any ways to fix it except waiting for resolution of this bug.
Also worth to mention that the description in issue tracker is not precise. It can not be fixed by changing order of packages. QA simply forgot to change the RP asset in Quality settings when tested it.
Here is few related threads:
So this case cannot be fast fixed as I see. I tested what was in the description on issue tracker but it worked only because you also need to set a URP asset not only for the Graphics tab but also for the Quality settings. When I did it immediately show the same error message. It is actually great to see that the order does not matter but it is sad that we do not have any fast fixes then.
i am getting this error in shadergraph 9 in urp, which makes hybrid renderer 2 not work
this happens when hdrp gets reordered above urp. but it reorders like this every time you open up shader graph, and doesn’t save the ordering.
[6216347--683465--Screenshot 2020-08-18 at 03.30.31.png]
[6216347--683468--Screenshot 2020-08-18 at 03.31.37.png]
Here is issue tracker:
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Thanks.
I have also reported this.
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