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Steps to reproduce:
1. Create new project using High Definition 3D Template
2. Import Water Samples (PM > High Definition RP > Samples > Water Samples > Import)
3. In the Build Profiles add "Underwater.scene" Scene in Scene List
4. Build and Run the "Underwater.scene" Scene
5. Once built, observe the Console window
Actual results: Multiple Shader warnings are thrown in the Console after building a Scene
Expected results: No Shader warnings are thrown in the Console after building a Scene
Reproducible with versions: 17.0.3 (6000.0.10f1)
Tested on (OS): MacBook Pro, 2021 (M1), Sonoma 14.5
Notes:
Also reproducible with Rain, Pool, Island and Glacier Scenes
Warnings:
Shader warning in 'Hidden/HDRP/OpaqueAtmosphericScattering': use of potentially uninitialized variable (EvaluateAtmosphericScattering) at (486)/Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl(281) (on metal) Compiling Subshader: 0, Pass: Polychromatic Alpha, Fragment program with OUTPUT_TRANSMITTANCE_BUFFER SUPPORT_WATER Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_NEEDS_RENDERPASS_FBFETCH_FALLBACK UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS Disabled keywords: DEBUG_DISPLAY NO_WATER SHADER_API_GLES30 SUPPORT_WATER_CAUSTICS SUPPORT_WATER_CAUSTICS_SHADOW UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING
Shader warning in 'Hidden/Core/ProbeVolumeOffsetDebug': implicit truncation of vector type at (486)/Library/PackageCache/com.unity.render-pipelines.core/Runtime/Debug/ProbeVolumeDebugBase.hlsl(305) (on metal) Compiling Subshader: 0, Pass: ForwardOnly, Fragment program with <no keywords> Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_NEEDS_RENDERPASS_FBFETCH_FALLBACK UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS Disabled keywords: INSTANCING_ON PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING
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