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Arch Linux, AMDGPU, Vulkan Mobile (Project Renderer)
Issue description
When you add shader material to a mesh, you are able to use instance uniform, so every instance can be with different value.
It works fine, until you add more than 1 of that mesh to a scene. Or something like that, I can't debug it exactly.
Now when you reload the editor and open that scene, I get somewhere like 3000 errors per second and you don't see the meshes. You can stop it by going to the original mesh scene and open it. Once opened you no longer get errors, even in the main scene.
This doesn't really affect the game, but it's really annoying since I have to open that scene every time I open my editor, or I get flooded by errors, and Godot crashes.
Calinou
changed the title
Shader Instance Uniform 3000 errors/sec if more than 1 Mesh with that material (Editor only)
Shader per-instance uniform error spam if more than 1 mesh with that material is used in the editor
Nov 23, 2021
Update: Happens only on Vulkan Forward Mobile renderer
Whimfoome
changed the title
Shader per-instance uniform error spam if more than 1 mesh with that material is used in the editor
Vulkan Mobile backend: Shader per-instance uniform error spam if more than 1 mesh with that material is used in the editor
Dec 12, 2021
Maybe related to this issue. When opening multiple scenes with the same mesh inside, sometimes this mesh can only be seen in one scene only, in the others you get a bunch of error messages.
Okay, tried with newer version of Godot. Maybe it's a caching problem.
Now, you don't have to open every problematic file to fix the errors, you have to just open the main scene, close it, and open it again.
Now I see that the Godot editor remembers my last opened tabs of the project, and when I reload it, it's as if I haven't closed it. Without being aware of this feature, it led me to make a wrong assumption and though the issue was because of the Vulkan Mobile backend, but it happens on Vulkan Clustered too.
This new feature seems to cache the scene or something like that, and most of the times, if I close the project with this scene opened, and open the project again, there aren't any errors; but's it's really inconsistent and doesn't work every time.
Whimfoome
changed the title
Vulkan Mobile backend: Shader per-instance uniform error spam if more than 1 mesh with that material is used in the editor
Shader per-instance uniform error spam if more than 1 mesh with that material is used in the editor
Dec 14, 2021
Godot version
4.0.dev.mono (1e71cab)
System information
Arch Linux, AMDGPU, Vulkan Mobile (Project Renderer)
Issue description
When you add shader material to a mesh, you are able to use
instance uniform
, so every instance can be with different value.It works fine, until you add more than 1 of that mesh to a scene. Or something like that, I can't debug it exactly.
Now when you reload the editor and open that scene, I get somewhere like 3000 errors per second and you don't see the meshes. You can stop it by going to the original mesh scene and open it. Once opened you no longer get errors, even in the main scene.
This doesn't really affect the game, but it's really annoying since I have to open that scene every time I open my editor, or I get flooded by errors, and Godot crashes.
Error messages follow this pattern:
Steps to reproduce
This only affects the Editor, no errors are shown in the actual game.
Minimal reproduction project
ShaderInstanceError.zip
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