Version 3.0.20 Update

Justin

Administrator
Staff member
The link below has information on the latest version of the character controller.


These updates have been released on the Opsive Store. I will edit this thread when they are on the Asset Store.

Edit: This version has been released on the Asset Store.
 
Last edited:
Not sure if this is the best place to post but the .20 update may have broken the HDRP integration.

Code:
Shader error in 'Ultimate Character Controller/Demo/Overlay HDRP': 'GetDecalSurfaceData': cannot implicitly convert from 'float3' to 'struct FragInputs' at line 532 (on d3d11)

Compiling Subshader: 0, Pass: GBuffer, Fragment program with DECALS_4RT
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DEBUG_DISPLAY DECALS_3RT DECALS_OFF DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON INSTANCING_ON LIGHTMAP_ON LIGHT_LAYERS SHADER_API_GLES30 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS 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_FULL_STANDARD_SHADER 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 _ALPHATEST_ON _BLENDMODE_ADD _BLENDMODE_ALPHA _BLENDMODE_PRE_MULTIPLY _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT


Code:
Shader error in 'Ultimate Character Controller/Demo/Overlay HDRP': "Undefined area shadow filter algorithm" at /MVG/Unity/MVG/Library/PackageCache/com.unity.render-pipelines.high-definition@14.0.10/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl(53)


Compiling Subshader: 0, Pass: Forward, Fragment program with DECALS_OFF SHADOW_LOW USE_FPTL_LIGHTLIST
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DEBUG_DISPLAY DECALS_3RT DECALS_4RT DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON INSTANCING_ON LIGHTMAP_ON SHADER_API_GLES30 SHADOWS_SHADOWMASK SHADOW_HIGH SHADOW_MEDIUM UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS 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_FULL_STANDARD_SHADER 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_CLUSTERED_LIGHTLIST _ALPHATEST_ON _BLENDMODE_ADD _BLENDMODE_ALPHA _BLENDMODE_PRE_MULTIPLY _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT


TY!



EDIT - DUH nm, I'm an idiot, forgot to update the integration for HDRP 14+. Cancel Red Alert!
 
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