After I switch to HRV2, I found a weird shader error massage :
Shader error in ‘HDRP/LitTessellation’: ‘SampleDirectionalLightmap’: cannot implicitly convert from ‘Texture2D’ to ‘Texture2DArray’ at Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl(77) (on d3d11)
Compiling Vertex program with LIGHTMAP_ON DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON LOD_FADE_CROSSFADE DOTS_INSTANCING_ON DECALS_3RT _TESSELLATION_DISPLACEMENT _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE _DISPLACEMENT_LOCK_TILING_SCALE _MAPPING_TRIPLANAR _NORMALMAP_TANGENT_SPACE _NORMALMAP _MASKMAP _HEIGHTMAP
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHTMAP_FULL_HDR
Disabled keywords: _SURFACE_TYPE_TRANSPARENT DEBUG_DISPLAY SHADOWS_SHADOWMASK DECALS_OFF DECALS_4RT LIGHT_LAYERS INSTANCING_ON _ALPHATEST_ON _ALPHATOMASK_ON _DEPTHOFFSET_ON _DOUBLESIDED_ON _PIXEL_DISPLACEMENT _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE _TESSELLATION_PHONG _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE _MAPPING_PLANAR _REQUIRE_UV2 _REQUIRE_UV3 _BENTNORMALMAP _EMISSIVE_COLOR_MAP _ENABLESPECULAROCCLUSION _SPECULAR_OCCLUSION_NONE _SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP _TANGENTMAP _ANISOTROPYMAP _DETAIL_MAP _SUBSURFACE_MASK_MAP _THICKNESSMAP _IRIDESCENCE_THICKNESSMAP _SPECULARCOLORMAP _TRANSMITTANCECOLORMAP _DISABLE_DECALS _DISABLE_SSR _ADD_PRECOMPUTED_VELOCITY _ENABLE_GEOMETRIC_SPECULAR_AA _ENABLE_FOG_ON_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION _MATERIAL_FEATURE_ANISOTROPY _MATERIAL_FEATURE_CLEAR_COAT _MATERIAL_FEATURE_IRIDESCENCE _MATERIAL_FEATURE_SPECULAR_COLOR UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME 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
This error happened randomly, and the shader with such an error will not be batched in srp batcher… If this happened to HDRP/Lit, our drawcall will be 10x more…
Reimport .shader file or redo save to .shadergraph file can solve my problem temporality.
I’m using 2020.3 + HDRP 10.5,… and sorry for my English