How to reproduce:
1. Open the attached “IN-95571_WaterSurface” project
2. Navigate to Assets/WaterSurfaceTesting/OceanSurface.vfx in the Unity Editor
3. Click on “[Ocean Surface] [Simple Burst] Update Particle (Compute Shader)” and observe the Inspector
Expected result: There are no errors in the Inspector
Actual result: There is an error in the Inspector “cannot implicitly convert from 'const float2' to 'float3' at kernal CSMain“
Reproducible with: 6000.0.40f1, 6000.1.0b8, 6000.2.0a5
Could not test with: 2022.3.59f1 (Sample Water Surface node doesn't exist)
Reproducible on: MacOS 15.3.1 (M1 Max)
Not reproducible on: No other Environment tested
Note: The issue arises because EvaluateCurrent() returns a float2, but the shader assigns it to a float3, resulting in a type mismatch. Consequently, an exception occurs when connecting the Multiply (Vector3) node to Set Velocity, as it expects a float3 input. While Multiply (Vector3) correctly outputs a Vector3, the root cause is that it does not receive a Vector3 input initially. To resolve this, the float2 result should be properly converted to a float3 by explicitly adding a z component, which Unity would typically handle by default but is not doing in this case