0
Fixed

Beta 0.15 - Some shaders will never stop loading when opened in SF

Freya Holmér (Developer) 10 years ago updated 10 years ago 7
This is a top-prio, critical bug that must be fixed before SF is released.
The Vertex Animation shader in the example assets will never stop loading when you try to open it in SF.
I've had it happen to other shaders as well, and it seems to only happen in medium/large node networks, but I might be wrong.

Any help I can get to sort this issue out would be greatly appreciated!

Edit: I found an *extreme* bug which is most likely the cause of this.

By extreme I mean; there's a *factorial* growth of recalculations of the node previews

Answer

Answer
Fixed
Thanks for the help figuring this out, I have now tracked down the issue :)

Edit: This has now been fixed! From now on it's full speed ahead to the official beta release :D
Right, here goes. I'm trying to recreate that Vertex Animation shader node by node from scratch here and the waiting times are getting quite long when connecting nodes. I'm talking minutes here on a mobile i7 with 8gigs of ram, plenty of power to crunch stuff. I have no textures added yet and I only have the diffuse texture connected so that the shader can compile. http://i.imgur.com/9AgnQnA.png is where I'm at now and the waiting time is about five minutes per node connected, not looking too hot here so I'm straight up guessing why the shader does not open: it's too "heavy". Quick edit: I'll try to go as far as I can, but should I really be seeing waiting times like those? I made the simple custom lighting shader I posted in Polycount and that had already started showing similar symptoms.
Not sure if I should write this into a seperate post but maybe its related. Now I don't know if this is because of Alpha/Beta but in a fresh project I can't see those particular shader do anything in the first place. "Clip and Transmission" works only in Forward Mode, Tesselation and Vertex Animation don't work no matter what. Linear or Gamma Space makes no difference, DX11 is on. This is on the latest Unity 4 Pro, I use Win7, my GPU is AMD 7870

Is this normal or should I try to look into it more? Any pointers on what to try?
+1
@Jyri: It is slow when loading it, and yes, it takes way too long. 5 minutes it quite extreme though, I haven't gotten that extreme waiting times. In 0.16 it should be faster anyhow. Thanks for testing it :)

@Rainer: Currently, SF doesn't make deferred render passes for shaders, which is why deferred looks weird. The DX11 shader should work in forward though. Did you restart Unity after enabling DX11? (And yes, it's a separate issue)
Thank you for clarifying. I don't want to take up more space for the main issue in this topic, is there a seperate entry for this somewhere in these forums where I can take this to? Unity restart does not fix the DX11 shaders appearing here.
Not really! You can always start a new topic. Try one of the Unity DX11 shaders ( http://docs.unity3d.com/Documentation/Components/SL-SurfaceShaderTessellation.html ) before though, to make sure it's a SF issue and now a hardware or Unity issue.
It *seems* like it's not related to scale after all. The node loading is now much faster. It loads the Tessellation shader in about 6 seconds on my laptop. The vertex offset shader doesn't load at all it seems. The CPU goes on full power, and nothing happens after minutes.
+1
I found an *extreme* bug which is most likely the cause of this.
By extreme I mean; there's a *factorial* growth of recalculations of the node previews
Planned
Thanks for the help figuring this out, I have now tracked down the issue :)
Answer
Fixed
Thanks for the help figuring this out, I have now tracked down the issue :)

Edit: This has now been fixed! From now on it's full speed ahead to the official beta release :D