Steps to reproduce:
- Attached project includes a ShaderVariantCollection with URP Lit variants in the preload shaders graphics setting.
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Actual results:
The shader warmup generates errors in the console saying that a float texture can't be bound when a depth texture is expected.
CreateRenderPipeline Validation Error
The shader’s texture sample type (TextureSampleType::Depth) isn’t compatible with the layout’s texture sample type (TextureSampleType::Float) (it is only compatible with TextureSampleType::Float for the shader texture sample type).
- While validating that the entry-point’s declaration for @group(0) @binding(2) matches [BindGroupLayoutInternal (unlabeled)]
- While validating the entry-point’s compatibility for group 0 with [BindGroupLayoutInternal (unlabeled)]
- While validating fragment stage ([ShaderModule “XXXX”], entryPoint: “main”).
- While validating fragment state.
- While calling [Device].CreateRenderPipeline([RenderPipelineDescriptor]).
Expected results:
No errors.
Reproducible with versions:
Not reproducible with versions:
Can’t test with versions:
Tested on (OS):
Notes: