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Reproduction steps:
1. Open the attached “ASDQWE” project
2. Open the “Assets/MainScene.unity” Scene
3. Enter the Play Mode and wait for up to 10 seconds
4. Observe the Editor
Expected result: The Editor does not crash
Actual result: The Editor crashes
Reproducible with: 2022.3.27f1
Not reproducible with: 2022.3.47f1, 6000.0.20f1
Could not test with: 2021.3.44f1 (Project contains multiple package dependencies that can not be downgraded)
Fixed in: 2022.3.28f1
Reproducible on: MacOS 14.6.1 (Intel), 14.7 (M1 (user’s))
Not reproducible on: No other environment tested
Workaround: Disable the Shader Prewarm
Notes:
First few lines of the stack trace:
#0 0x0000010540e2e4 in DynamicBranchState::PrepareState(unsigned long, keywords::LocalKeywordState const&) #1 0x00000105418f88 in ShaderLab::Pass::ApplyPass(unsigned int, ShaderPropertySheet const*, DynamicBranchState*, ShaderPassContext&, keywords::LocalKeywordState const&, Shader const*, int, int, ShaderLab::GrabPasses const*, ShaderLab::SubPrograms*, DeviceRenderStateBlock const*, ShaderLab::Pass const*, ShaderLab::Pass const*) #2 0x00000105402780 in DrawVBOChunkWithPass(Shader*, DynamicBranchState*, int, int, ShaderLab::Pass*, ShaderPassContext&, keywords::LocalKeywordState const&, WarmupPassSetup const&, DynamicVBO*) #3 0x000001053ffcec in ShaderVariantCollection::WarmupOneShaderImpl(Shader*, DynamicBranchState*, vector_set<ShaderVariantCollection::VariantInfo, std::__1::lessShaderVariantCollection::VariantInfo, std::__1::allocatorShaderVariantCollection::VariantInfo> const&, WarmupPassSetup const&, DynamicVBO*, void ()(Shader, DynamicBranchState*, int, int, ShaderLab::Pass*, keywords::LocalKeywordState const&, WarmupPassSetup const&, DynamicVBO*, void*, ShaderPassContext&), void*, unsigned long, unsigned long) #4 0x000001054001a4 in ShaderVariantCollection::WarmupShadersImpl(void ()(Shader, DynamicBranchState*, int, int, ShaderLab::Pass*, keywords::LocalKeywordState const&, WarmupPassSetup const&, DynamicVBO*, void*, ShaderPassContext&), void*, unsigned long, std::__1::__map_iterator<std::__1::__tree_iterator<std::__1::__value_type<PPtr<Shader>, ShaderVariantCollection::ShaderInfo>, std::__1::__tree_node<std::__1::__value_type<PPtr<Shader>, ShaderVariantCollection::ShaderInfo>, void*>*, long>>&, unsigned long&, unsigned long&)
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