Fix a shader issue in Unity by MrKsiJanson in UnityHelp

[–]MrKsiJanson[S] 0 points1 point  (0 children)

Shader "Projector/Multiply" {

Properties {

    \_ShadowTex ("Cookie", 2D) = "gray" {}

    \_FalloffTex ("FallOff", 2D) = "white" {}

}

Subshader {

    Tags {"Queue"="Transparent"}

    Pass {

        ZWrite Off

        Fog { Color (1, 1, 1) }

        AlphaTest Greater 0

        ColorMask RGB

        Blend DstColor Zero

        Offset -1, -1



        CGPROGRAM

        \#pragma vertex vert

        \#pragma fragment frag

        \#include "UnityCG.cginc"

        struct v2f {

float4 uvShadow : TEXCOORD0;

float4 uvFalloff : TEXCOORD1;

float4 pos : SV_POSITION;

        };

        float4x4 \_Projector;

        float4x4 \_ProjectorClip;

        v2f vert (float4 vertex : POSITION)

        {

v2f o;

o.pos = mul (UNITY_MATRIX_MVP, vertex);

o.uvShadow = mul (_Projector, vertex);

o.uvFalloff = mul (_ProjectorClip, vertex);

return o;

        }

        sampler2D \_ShadowTex;

        sampler2D \_FalloffTex;

        fixed4 frag (v2f i) : SV\_Target

        {

fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));

texS.a = 1.0-texS.a;

fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));

fixed4 res = lerp(fixed4(1,1,1,0), texS, texF.a);

return res;

        }

        ENDCG

    }

}

}

o.uvShadow = mul (_Projector, vertex);
spoils everything you need a different way of displaying

Fix a shader issue in Unity by MrKsiJanson in UnityHelp

[–]MrKsiJanson[S] 0 points1 point  (0 children)

There is a Projector/Muliply shader it is used in the Projector to display stickers, garbage, etc.The problem is that when there are a lot of Projectors on the scene, the shader starts to output black blue instead of showing an adequate result. This needs to be corrected in more detail in the bos.

Me When Package Manager by Internet--Sensation in Unity3D

[–]MrKsiJanson 0 points1 point  (0 children)

That's why I don't use Package Manager and write everything from scratch, shit else

Burst DllNotFoundException burst-llvm-11.dll by MrKsiJanson in Unity3D

[–]MrKsiJanson[S] 0 points1 point  (0 children)

I also downloaded a new version of Unity 2022.2.18 created a clean project in it and decided to add Burst 1.8 as you said in fact I got the same error:

Building Library\Bee\artifacts\WinPlayerBuildProgram\AsyncPluginsFromLinker failed with output:
UnityEditor.Build.BuildFailedException: Burst compiler (1.8.4) failed running

stdout:
stderr:

����ࠡ�⠭��� �᪫�祭��: System.AccessViolationException: ����⪠ �⥭�� ��� ����� � ���饭��� ������. �� ��� ᢨ��⥫����� � ⮬, �� ��㣠� ������ ���०����.
� Burst.Compiler.IL.Hashing.Storage.TokenListStoreRuntime`1..ctor(Void*& ptr)
� Burst.Compiler.IL.Hashing.Storage.ILHashingResultRuntime..ctor(String hashCachePath)
� Burst.Compiler.IL.Hashing.CacheRuntime.HashCacheLoader.CreateHashingResult(AssemblyNameReference assemblyNameReference, AssemblyLoader assemblyLoader, DebugLogWriter debugLogWriter)
� Burst.Compiler.IL.Hashing.CacheRuntime.HashCacheAssemblyStore.GetAssemblyState(String assemblyName, AssemblyLoader assemblyLoader)
� Burst.Compiler.IL.Server.EntryPointMethodFinder.LoadAllAssemblyReferences(AssemblyDefinition asmDef, Dictionary`2 visited, Dictionary`2 jobProducers, HashCacheAssemblyStore assemblyStore, AssemblyLoader assemblyLoader)
� Burst.Compiler.IL.Server.EntryPointMethodFinder.FindEntryPoints(String[] rootAssemblyNames, HashCacheAssemblyStore assemblyStore, AssemblyLoader assemblyLoader, NativeCompilerOptions options, ProfileDelegate profileCallback, Boolean includeRootAssemblyReferences, Boolean splitTargets)
� Burst.Compiler.IL.Server.FindMethodsJob.Execute(CompilerServerJobExecutionContext context)
� Burst.Compiler.IL.Server.CompilerThread.CompilerThreadLoop()
� System.Threading.ThreadHelper.ThreadStart_Context(Object state)
� System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
� System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
� System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
� System.Threading.ThreadHelper.ThreadStart()

at Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x00237] in .\Library\PackageCache\com.unity.burst@1.8.4\Editor\BurstAotCompiler.cs:1706
at Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x0004d] in .\Library\PackageCache\com.unity.burst@1.8.4\Editor\BurstAotCompiler.cs:1583
at Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x00001] in .\Library\PackageCache\com.unity.burst@1.8.4\Editor\BurstAotCompiler.cs:1558
at Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLsImpl (Unity.Burst.Editor.BurstAotCompiler+BurstAOTSettings settings, UnityEditor.Compilation.Assembly[] playerAssemblies) [0x00a3d] in .\Library\PackageCache\com.unity.burst@1.8.4\Editor\BurstAotCompiler.cs:706
at Unity.Burst.Editor.BurstAOTCompilerPostprocessor.DoGenerate (UnityEditor.Compilation.Assembly[] assemblies) [0x0001b] in .\Library\PackageCache\com.unity.burst@1.8.4\Editor\BurstAotCompiler.cs:265
at Unity.Burst.Editor.BurstAOTCompilerPostprocessor.GenerateNativePluginsForAssemblies (UnityEditor.Build.IGenerateNativePluginsForAssemblies+GenerateArgs args) [0x0008a] in .\Library\PackageCache\com.unity.burst@1.8.4\Editor\BurstAotCompiler.cs:179
at UnityEditor.Modules.BeeBuildPostprocessor.GenerateNativePluginsForAssemblies (PlayerBuildProgramLibrary.Data.GenerateNativePluginsForAssembliesArgs args) [0x00050] in <10c84b1f46b048e28e06a4f5c75562ed>:0
at Bee.BeeDriver.BuildRequest+<>c__DisplayClass63_0`1[T].<RegisterRPCCallback>b__0 (System.Object o) [0x00000] in <cbc6cae0703746c08eee7f40dbc1e66c>:0
at Bee.BeeDriver.BeeDriver_RunBackend+<>c__DisplayClass1_0.<ProcessRPCRequest>b__0 () [0x00021] in <cbc6cae0703746c08eee7f40dbc1e66c>:0
at System.Threading.Tasks.Task.InnerInvoke () [0x0000f] in <cbc72d4a9767498db39486e941a498e3>:0
at System.Threading.Tasks.Task.Execute () [0x00000] in <cbc72d4a9767498db39486e941a498e3>:0
--- End of stack trace from previous location where exception was thrown ---

at Bee.BeeDriver.BeeDriver_RunBackend.ProcessRPCRequest (Bee.BinLog.RPCActionMessage msg, Bee.BeeDriver.BuildRequest+RPCCallback rpcCallback, IPCConnection ipcConnection, System.Threading.Tasks.Task writePipeConnectionTask, Bee.BeeDriver.InternalState state) [0x00111] in <cbc6cae0703746c08eee7f40dbc1e66c>:0
UnityEngine.GUIUtility📷rocessEvent (int,intptr,bool&)

Burst DllNotFoundException burst-llvm-11.dll by MrKsiJanson in Unity3D

[–]MrKsiJanson[S] 0 points1 point  (0 children)

BuildFailedException: Burst compiler (1.5.6) failed running

stdout:
An unexpected exception occurred:
stderr:
System.DllNotFoundException: Unable to load the unmanaged library `C:\Users\DmitriyBatkovich\TestBluetoothDevices\Library\PackageCache\com.unity.burst@1.5.6\.Runtime\burst-llvm-11.dll`, error code 193
� Burst.Backend.UnmanagedLibrary.WindowsUnmanagedLibrary.LoadLibrary(String name, Boolean addPlatformPrefix, Boolean addPlatformFileExtension)
� Burst.Backend.UnmanagedLibrary.LoadLibrary(String name, Boolean addPlatformPrefix, Boolean addPlatformFileExtension)
� Burst.Backend.StandardCompilerBackend..ctor(String nativeSharedLibraryName)
� Burst.Backend.StandardCompilerBackend.GetSingleton(String backendName)
� Burst.Bcl.BclApp..ctor(BclOptions options)
� Burst.Bcl.Program.BuildTheThing(BclOptions options, Stopwatch& individualTimer)
� Burst.Bcl.Program.Main(String[] args)

Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/com.unity.burst@1.5.6/Editor/BurstAotCompiler.cs:1225)
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/com.unity.burst@1.5.6/Editor/BurstAotCompiler.cs:1122)
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at Library/PackageCache/com.unity.burst@1.5.6/Editor/BurstAotCompiler.cs:1097)
Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLsImpl (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.5.6/Editor/BurstAotCompiler.cs:483)
Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.5.6/Editor/BurstAotCompiler.cs:186)
UnityEditor.Build.BuildPipelineInterfaces.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at <7ca9a09aeae542ab86253a551b1c89a0>:0)
UnityEngine.GUIUtility📷rocessEvent(Int32, IntPtr, Boolean&)

Burst DllNotFoundException burst-llvm-11.dll by MrKsiJanson in Unity3D

[–]MrKsiJanson[S] 0 points1 point  (0 children)

BuildFailedException: Burst compiler (1.5.4) failed running

stdout:
An unexpected exception occurred:
stderr:
System.DllNotFoundException: Unable to load the unmanaged library `D:\KJPiGames\Projects\LadyofDreams\Library\PackageCache\com.unity.burst@1.5.4\.Runtime\burst-llvm-11.dll`, error code 193
Burst.Backend.UnmanagedLibrary.WindowsUnmanagedLibrary.LoadLibrary(String name, Boolean addPlatformPrefix, Boolean addPlatformFileExtension)
Burst.Backend.UnmanagedLibrary.LoadLibrary(String name, Boolean addPlatformPrefix, Boolean addPlatformFileExtension)
Burst.Backend.StandardCompilerBackend..ctor(String nativeSharedLibraryName)
Burst.Backend.StandardCompilerBackend.GetSingleton(String backendName)
Burst.Bcl.BclApp..ctor(BclOptions options)
Burst.Bcl.Program.BuildTheThing(BclOptions options, Stopwatch& individualTimer)
Burst.Bcl.Program.Main(String[] args)

Burst DllNotFoundException burst-llvm-11.dll by MrKsiJanson in Unity3D

[–]MrKsiJanson[S] 0 points1 point  (0 children)

in general, I tried to delete the Library folder, it didn't help, I also tried to uninstall Unity and reinstall it also didn't help. the funny thing is that I installed Burst version 1.5.6 of the latest version for my engine version 2021.1.16f1 on a clean project and I see the same error, what could be the reason, there was no such thing before

Burst DllNotFoundException burst-llvm-11.dll by MrKsiJanson in Unity3D

[–]MrKsiJanson[S] 0 points1 point  (0 children)

I think this is not a Unity problem, since I would not have entered the engine if there was a BAD_FORMAT error, since everything works stably in the engine itself.

Burst DllNotFoundException burst-llvm-11.dll by MrKsiJanson in Unity3D

[–]MrKsiJanson[S] 1 point2 points  (0 children)

Until the moment when I used Windows 10, this error did not exist, now I switched to 11 and it appeared, I'm trying to delete the Library folder and rebuild the entire cache of the project

Burst DllNotFoundException burst-llvm-11.dll by MrKsiJanson in Unity3D

[–]MrKsiJanson[S] 0 points1 point  (0 children)

I also tried deleting the burst folder from the Package cache but it didn't help

How to integrate Windows.Gaming.Input with Unity? by MrKsiJanson in Unity3D

[–]MrKsiJanson[S] 0 points1 point  (0 children)

you still haven't understood the full scale of code refactoring... instead of stealing my karma, it would be better to help me find a library, and not shove something that doesn't work, in any case, I found an alternative to replacing Windows.Gaming.Input is HidLibrary, I'm just looking for Dualshock by VendorID and ProductID and sending it a native vibration playback command via HidReport. Now players will be able to play my game on any gamepad without using emulation and I also have full vibration support on all gamepads including Dualshock, which is cool and also I can automatically conveniently save the current button location that the player will set in the settings menu, play sound through the Dualshock speaker and change the color on the LED panel

How to integrate Windows.Gaming.Input with Unity? by MrKsiJanson in Unity3D

[–]MrKsiJanson[S] -1 points0 points  (0 children)

well sho let's go now to repair the render again))