+4
Fixed
Shader error: 'gl_' : reserved built-in name
Just updated to latest SF from asset store.
When opening one of my shaders I get this error:
Shader error in 'TD2/Transparent/Building Transition': 'gl_' : reserved built-in name at line 162 (on opengl)
Unity_GlossyEnvironmentData gl_en_data;
Please advice.
When opening one of my shaders I get this error:
Shader error in 'TD2/Transparent/Building Transition': 'gl_' : reserved built-in name at line 162 (on opengl)
Compiling Vertex program with DIRECTIONAL SHADOWS_OFF LIGHTMAP_OFF DIRLIGHTMAP_OFF DYNAMICLIGHTMAP_OFF
on line 162:Unity_GlossyEnvironmentData gl_en_data;
Please advice.
Answer
0
Answer
Fixed
Freya Holmér (Developer) fa 9 anys
This has now been fixed in 1.21, which is releasing within an hour
Planned
This is a known issue and will be fixed in the next update
Rename the gl_en_data variable to something else, like gloss_en_data, wherever it's used in the shader code
Answer
Fixed
This has now been fixed in 1.21, which is releasing within an hour
I get these two (updated now to 1.22).
Shader error in 'Shader Forge/NewShader': 'gl_' : reserved built-in name at line 144 (on opengl)
Compiling Vertex program with DIRECTIONAL SHADOWS_OFF LIGHTMAP_OFF DIRLIGHTMAP_OFF DYNAMICLIGHTMAP_OFF
and
Shader error in 'Hidden/Shader Forge/PresetPBR': 'gl_' : reserved built-in name at line 144 (on opengl)
Compiling Vertex program with DIRECTIONAL SHADOWS_OFF LIGHTMAP_OFF DIRLIGHTMAP_OFF DYNAMICLIGHTMAP_OFF
I presume those aren't recompiled in that case, try reopening them with SF
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