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WGPU error on switching materials with normal prepass #9402
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hey, im thinking of working on this issue. Able to reproduce the problem on my machine with your example! |
hey, still working on it but it looks like it specifically doesn't work with the |
How interesting. Thanks for working on it! I forgot to include this in the original comment but my workaround was to manually specify the prepass shader from the PBR implementation like so: impl Material for CustomMaterial {
...
fn prepass_fragment_shader() -> ShaderRef {
StandardMaterial::prepass_fragment_shader()
}
} |
…ves inconsistency between vertex and fragment shader (bevyengine#9402)
cool! that makes a lot of sense, @IceSentry figured out the reason! |
This should now be fixed on main after the deferred PR. |
Bevy version
v0.11.0
[Optional] Relevant system information
1.73.0-nightly (d78bbf4bd 2023-08-03)
AdapterInfo { name: "Intel(R) HD Graphics 520 (SKL GT2)", vendor: 32902, device: 6422, device_type: IntegratedGpu, driver: "Intel open-source Mesa driver", driver_info: "Mesa 23.0.4", backend: Vulkan }
What you did
To reproduce, set up a 3D camera with a
NormalPrepass
component on it. Define a custom material that uses a WGSL fragment. Spawn a scene (I'm not sure what data is important here, but it doesn't work with just a cube; might be UVs), and then set up a system to switch out theStandardMaterial
for aCustomMaterial
on any entity that has aStandardMaterial
. Bevy crashes.Minimum reproducible here.
What went wrong
This error occurs:
Additional information
Honestly no clue :(
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