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Thank you for reporting a bug to Unity. We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available. Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.
Steps to reproduce:
1. Create new Unity project using High Definition 3D Template
2. In Project window create Blank Shader Graph
3. Open Shader Graph Asset
4. In Graph Inspector window > Active Targets select HDRP
5. Observe the Console window
Actual results: “Shader error in 'Shader Graphs/Master’:” error and “Shader warning in 'Shader Graphs/Master': implicit truncation of vector type at /(1105) (on metal)” warnings are thrown in the Console after adding HDRP as an Active Target
Expected results: No warnings or errors should be thrown in the Console
Reproducible with versions: 6000.0.66f1, 6000.3.5f1, 6000.4.0b5, 6000.5.0a5
Tested on (OS): macOS Silicon Tahoe 26.2 (M1)
Error/warnings:
Shader error in 'Shader Graphs/Master': undeclared identifier 'UnpackVaryingsMeshToFragInputs' at (209)/Library/PackageCache/com.unity.render-pipelines.high-definition@d4532d6af4d6/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl(47) (on metal) Compiling Subshader: 0, Pass: GBuffer, Vertex 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: DEBUG_DISPLAY DIRLIGHTMAP_COMBINED DOTS_INSTANCING_ON DYNAMICLIGHTMAP_ON INSTANCING_ON LIGHTMAP_ON SHADER_API_GLES30 SHADER_API_GLES31 SHADER_API_GLES32 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 USE_LEGACY_LIGHTMAPS _DOUBLESIDED_ON _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT
Shader warning in 'Shader Graphs/Master': implicit truncation of vector type at /(1107) (on metal)
Compiling Subshader: 0, Pass: DepthOnly, Vertex 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
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