Steps to reproduce:
1. import the procided Package
2. Drag and Drop the VFXG_RandomHLSL.vfx in a scene
3. Open the VFXG_RandomHLSL.vfx
4. Notice that the Graph isn't compiling and spill errors:
Actual results:
Shader error in '[VFXG_RandomHLSL] [Simple Burst] Initialize Particles': 'asuint': no matching 1 parameter intrinsic function; Possible intrinsic functions are: asuint(double, out uint x, out uint y) asuint(float|half|int|uint) at kernel CSMain at VFXG_RandomHLSL.vfx(192) (on d3d11)
Shader error in '[VFXG_RandomHLSL] [Simple Burst] Initialize Particles': undeclared identifier 'systemSeed' at kernel CSMain at VFXG_RandomHLSL.vfx(192) (on d3d11)
Shader error in '[VFXG_RandomHLSL] [Simple Burst] Initialize Particles': undeclared identifier 'VFXFIXED_RAND' at kernel CSMain at VFXG_RandomHLSL.vfx(192) (on d3d11)
Expected results: As stated by the doc, user should be able to generate Fixed random value easily thanks to this function:
https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@17.0/manual/Block-CustomHLSL.html
Reproducible with versions:
Not reproducible with versions:
Can’t test with versions:
Tested on (OS):
Notes:
- The Documentation also seems a bit imprecise:
| VFXFIXED_RAND |
float |
Generate a random scalar value for each VFX Graph system. |
This seems wrong. The correct doc could be:
Generate a random scalar value for each VFX Graph system.
[Internal link]