Shader error in 'New AmplifyShader': 'vertexDataFunc': output parameter 'v' not completely initialized at line 98 (on d3d11)
Compiling Domain program with UNITY_HDR_ON INSTANCING_ON
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME
I am doing something wrong here ? Or does it have to do wit my Unity version (5.6.4f1) I am on the latest version of AS downloaded from here.
By doing more testing I figured out where it goes wrong, by enabling Instancing the shader gets broken and will start to spit errors even if you disable instancing in the shader editor. Also tested on Unity 2018.1.0b4.
Even afterwards if you create a simple tessellation shader the shader won't work.
This error seems to be related to the way Tessellation is handled in Unity, since we use its technique in ASE.
I'm afraid there's nothing we can do since this is how Unity handles this workflow, in any case disabling instancing and compiling the shader should effectively clear the error, please let me know if this is the case, thanks!
That's correct, we've confirmed that it's still unsolved as of the latest releases, so it won't be possible to use tessellation and instancing together at this time.
Thank you for clearing things up! I just was wonder if it was possible to use vertex offset instead of tessellation or are they the same thing ?
EDIT: Just tested it and it seems to work perfect with instancing and vertex offset !