Hello, thanks for the great work! I'm trying to rendering my volume asset through this plugin, and there's a need for casting shadows. But UE crashed when I changed Blend Mode from "AlphaComposite(Premultiplied Alpha) " to "Masked" in the "M_Raymarch" material.
Below is the crash log and the UE version is 5.1.1
[2023.07.14-06.46.13:646][678]LogShaderCompilers: Display: ================================================
[2023.07.14-06.46.13:646][678]LogShaderCompilers: Display: === FShaderJobCache stats ===
[2023.07.14-06.46.13:646][678]LogShaderCompilers: Display: Total job queries 153, among them cache hits 28 (18.30%)
[2023.07.14-06.46.13:646][678]LogShaderCompilers: Display: Tracking 125 distinct input hashes that result in 84 distinct outputs (67.20%)
[2023.07.14-06.46.13:646][678]LogShaderCompilers: Display: RAM used: 0.26 MB (0.00 GB) of 1638.40 MB (1.60 GB) budget. Usage: 0.02%
[2023.07.14-06.46.13:646][678]LogShaderCompilers: Display: === Shader Compilation stats ===
[2023.07.14-06.46.13:646][678]LogShaderCompilers: Display: Shaders Compiled: 27
[2023.07.14-06.46.13:646][678]LogShaderCompilers: Display: Jobs assigned 27, completed 27 (100.00%)
[2023.07.14-06.46.13:646][678]LogShaderCompilers: Display: Average time worker was idle: 3.15 s
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Time job spent in pending queue: average 0.60 s, longest 2.34 s
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Job execution time: average 0.98 s, max 1.54 s
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Job life time (pending + execution): average 1.57 s, max 3.25
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 8.24 s
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Jobs were issued in 27 batches (only local compilation was used), average 1.00 jobs/batch
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Average processing rate: 3.28 jobs/sec
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Total thread time: 18.55 s
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Total thread preprocess time: 1.46 s
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Percentage time preprocessing: 7.85%
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Effective parallelization: 2.25 (times faster than compiling all shaders on one thread). Compare with number of workers: 4
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: Top 5 most expensive shader types by average time:
[2023.07.14-06.46.13:647][678]LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicy (compiled 8 times, average 0.93 sec, max 1.04 sec, min 0.81 sec)
[2023.07.14-06.46.13:648][678]LogShaderCompilers: Display: TBasePassVSFNoLightMapPolicy (compiled 8 times, average 0.87 sec, max 0.95 sec, min 0.76 sec)
[2023.07.14-06.46.13:648][678]LogShaderCompilers: Display: TShadowDepthVSVertexShadowDepth_OutputDepth (compiled 1 times, average 0.67 sec, max 0.67 sec, min 0.67 sec)
[2023.07.14-06.46.13:648][678]LogShaderCompilers: Display: FLumenCardVS (compiled 3 times, average 0.63 sec, max 0.66 sec, min 0.62 sec)
[2023.07.14-06.46.13:648][678]LogShaderCompilers: Display: TShadowDepthPSPixelShadowDepth_NonPerspectiveCorrect (compiled 1 times, average 0.41 sec, max 0.41 sec, min 0.41 sec)
[2023.07.14-06.46.13:648][678]LogShaderCompilers: Display: Top 5 shader types by total compile time:
[2023.07.14-06.46.13:648][678]LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicy - 40.19% of total time (compiled 8 times, average 0.93 sec, max 1.04 sec, min 0.81 sec)
[2023.07.14-06.46.13:648][678]LogShaderCompilers: Display: TBasePassVSFNoLightMapPolicy - 37.55% of total time (compiled 8 times, average 0.87 sec, max 0.95 sec, min 0.76 sec)
[2023.07.14-06.46.13:648][678]LogShaderCompilers: Display: FLumenCardVS - 10.25% of total time (compiled 3 times, average 0.63 sec, max 0.66 sec, min 0.62 sec)
[2023.07.14-06.46.13:648][678]LogShaderCompilers: Display: FLumenCardPS<false> - 6.17% of total time (compiled 3 times, average 0.38 sec, max 0.39 sec, min 0.37 sec)
[2023.07.14-06.46.13:649][678]LogShaderCompilers: Display: TShadowDepthVSVertexShadowDepth_OutputDepth - 3.63% of total time (compiled 1 times, average 0.67 sec, max 0.67 sec, min 0.67 sec)
[2023.07.14-06.46.13:649][678]LogShaderCompilers: Display: ================================================
[2023.07.14-06.46.16:774][ 25]MaterialEditorStats: Texture samplers: 0/16
[2023.07.14-06.46.16:774][ 25]MaterialEditorStats: Texture Lookups (Est.): VS(0), PS(3)
[2023.07.14-06.46.16:774][ 25]MaterialEditorStats: Shader Count: 0
[2023.07.14-06.46.16:822][ 27]MaterialEditorStats: Base pass shader without light map: 263 instructions
[2023.07.14-06.46.16:823][ 27]MaterialEditorStats: Base pass vertex shader: 250 instructions
[2023.07.14-06.46.16:823][ 27]MaterialEditorStats: Texture samplers: 4/16
[2023.07.14-06.46.16:823][ 27]MaterialEditorStats: Texture Lookups (Est.): VS(0), PS(3)
[2023.07.14-06.46.16:823][ 27]MaterialEditorStats: Shader Count: 3
Assertion failed: false [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RHICore\Private\RHICoreShader.cpp] [Line: 59]
Shader attempted to bind uniform buffer 'FOpaqueBasePassUniformParameters' at slot [Name: SceneTextures, Slot: 7] with hash '158928480', but the shader expected 'LumenFrontLayerTranslucencyGBufferPass' with hash '153620189'.
UnrealEditor.exe 已触发了一个断点。
Hello, thanks for the great work! I'm trying to rendering my volume asset through this plugin, and there's a need for casting shadows. But UE crashed when I changed Blend Mode from "AlphaComposite(Premultiplied Alpha) " to "Masked" in the "M_Raymarch" material. Below is the crash log and the UE version is
5.1.1
Any clue?