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DX11 Shader not loading
With the latest Unity 4 Pro on a fresh project none of the DX11 Example Shaders initialize properly. As per suggestion I tried using default Unity DX11 Tesselation Shaders from their example page, and they work fine. What to do?
Customer support service by UserEcho
If you make a new shader, make emissive red, and connect things to the tessellation inputs, does it go black?
EDIT: Sorry don't have another computer or friend to try.
Shader warning in 'Shader Forge/Examples/TessellationDisplacement': Program 'tessvert', implicit truncation of vector type (compiling for d3d11) at line 43
Shader warning in 'Shader Forge/Examples/TessellationDisplacement': Program 'tessvert', implicit truncation of vector type (compiling for d3d11) at line 77
Shader warning in 'Shader Forge/Examples/TessellationDisplacement': Program 'tessvert', implicit truncation of vector type (compiling for d3d11) at line 92
Shader warning in 'Shader Forge/Examples/TessellationDisplacement': Program 'tessvert', incorrect number of arguments to numeric-type constructor (compiling for d3d11) at line 120
Shader warning in 'Shader Forge/Examples/TessellationDisplacement': Program 'tessvert', syntax error: unexpected token '*' (compiling for d3d11) at line 120
On my custom DX11 shader it's a few less
Shader warning in 'Shader Forge/NewShader': Program 'tessvert', undeclared identifier 'node_15' (compiling for d3d11) at line 33
Shader warning in 'Shader Forge/NewShader': Program 'tessvert', implicit truncation of vector type (compiling for d3d11) at line 43
Shader warning in 'Shader Forge/NewShader': Program 'tessvert', implicit truncation of vector type (compiling for d3d11) at line 77
Shader warning in 'Shader Forge/NewShader': Program 'tessvert', implicit truncation of vector type (compiling for d3d11) at line 92
I remember a few weeks ago when I first went to DX11 I've actually had a non-DX11 surface shader with a vert program. That shader stayed fully black too until I replaced the output variable declaration with UNITY_INITIALIZE_OUTPUT(Input, o);
Remembering that, I tried to do the same with the shader forge generated shader and replaced every occurance of VertexOutput o; with UNITY_INITIALIZE_OUTPUT(VertexOutput, o); to see if it changes anything, but I'm not sure if I did it right because nothing changed and a new warning appears "Shader warning in 'Shader Forge/Examples/TessellationDisplacement': Program 'tessvert', undeclared identifier 'o' (compiling for d3d11) at line 43"
I have no clue what else to try, really.
SF doesn't support deferred rendering paths at the moment, which is why you're getting those issues.