z3y/ShaderGraph

Fresnel node gives errors in Lit Shader graph

Closed this issue · 2 comments

When using the non z3y Lit Shader graph there is no issues.

Unity Version: 2022.3.6f1
Using Creator Companion Avatar project
Starting with BuiltIn (z3y) Lit Shader Graph
image

Error 1

Shader error in 'Shader Graphs/Master': 'normalize': no matching 1 parameter intrinsic function; Possible intrinsic functions are: normalize(floatM|halfM|min10floatM|min16floatM) at line 432 (on d3d11)

Compiling Subshader: 0, Pass: BuiltIn Forward, Vertex program with DIRECTIONAL
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PASS_FORWARDBASE UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING LIGHTPROBE_SH SHADER_API_GLES30 SHADOWS_SCREEN SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING VERTEXLIGHT_ON _GLOSSYREFLECTIONS_OFF _SPECULARHIGHLIGHTS_OFF _SSR

Error 2

Shader error in 'Shader Graphs/Master': invalid subscript 'viewDirectionWS' at line 432 (on d3d11)

Error 3

Shader error in 'Shader Graphs/Master': 'normalize': no matching 1 parameter intrinsic function; Possible intrinsic functions are: normalize(floatM|halfM|min10floatM|min16floatM) at line 846 (on d3d11)

Compiling Subshader: 0, Pass: BuiltIn ForwardAdd, Vertex program with POINT
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PASS_FORWARDADD UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DIRECTIONAL DIRECTIONAL_COOKIE FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_SHADOW_MIXING POINT_COOKIE SHADER_API_GLES30 SHADOWS_CUBE SHADOWS_DEPTH SHADOWS_SCREEN SHADOWS_SHADOWMASK SHADOWS_SOFT SPOT UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _SPECULARHIGHLIGHTS_OFF

Error 4

Shader error in 'Shader Graphs/Master': invalid subscript 'viewDirectionWS' at line 846 (on d3d11)
z3y commented

As a temporary workaround plug in the view vector node in world space. The preview is incorrect but it works.
image

z3y commented

fixed