This specific shader yielded this dx12 error. Fixing it by initializing the UV streams at start.
D3D12 ERROR: ID3D12Device::CreateGraphicsPipelineState: Vertex Shader - Pixel Shader linkage error: Stages are incompatible with each other. Semantic 'UV' is always read by the downstream shader, but never written by the upstream shader (even though the semantic is present in its output signature). [ STATE_CREATION ERROR #664: CREATEGRAPHICSPIPELINESTATE_SHADER_LINKAGE_NEVERWRITTEN_ALWAYSREADS]
D3D12: **BREAK** enabled for the previous message, which was: [ ERROR STATE_CREATION #664: CREATEGRAPHICSPIPELINESTATE_SHADER_LINKAGE_NEVERWRITTEN_ALWAYSREADS ]
Exception thrown at 0x00007FFDBFA0CD29 (KernelBase.dll) in Editor.exe: 0x0000087A (parameters: 0x0000000000000001, 0x0000004A68194C20, 0x0000004A681969F0).
Unhandled exception at 0x00007FFDBFA0CD29 (KernelBase.dll) in Editor.exe: 0x0000087A (parameters: 0x0000000000000001, 0x0000004A68194C20, 0x0000004A681969F0).
This specific shader yielded this dx12 error. Fixing it by initializing the UV streams at start.