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增加 CoreBlit.shader 编译失败说明和QA 文档入口 #814

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Jul 31, 2024
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2 changes: 1 addition & 1 deletion .config/.vitepress/config.mts
Original file line number Diff line number Diff line change
Expand Up @@ -45,7 +45,7 @@ export default defineConfig({
{ text: "技术原理", link: "/Design/Summary" },
{ text: "兼容性评估", link: "/Design/Evaluation" },
{ text: "推荐引擎版本", link: "/Design/UnityVersion" },
{ text: "常见技术问题QA", link: "/Design/DevelopmentQAList"},
{ text: "技术常见问题QA", link: "/Design/DevelopmentQAList" },
],
},
{
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5 changes: 5 additions & 0 deletions Design/DevelopmentQAList.md
Original file line number Diff line number Diff line change
Expand Up @@ -169,3 +169,8 @@ if (WXConvertCore.DoExport() == WXConvertCore.WXExportError.SUCCEED) {

- 查看`Player Setting`中的`Scripting Backend`选项,将其设置为`IL2CPP`后重试。

#### 11. 使用 WebGL2 URP管线导出小游戏时提示 shader 编译报错 “Hidden/Universal/CoreBlit: invalid pass index 1 in DrawProcedural”
- 有部分官方 URP 自带的 shader 存在这个问题,在微信开发者工具上可能渲染会异常,一般真机上渲染是正常的
- 解决这个报错,可以尝试这两种方法:
- 第一种方法:升级 URP 版本(有些 URP 版本和 Unity 版本是绑定的,此时可能需要升级 Unity 版本)
- 第二种方法:可以把工程 Library/PackageCache 目录下的 unity.rendercom.-pipelines.universal@xxx 包拷贝到本地路径,通过 file 的方式引入 unity.rendercom.-pipelines.universal@xxx 包,然后找到 Shaders/Utils/CoreBlit.shader 并修改它,只保留第一个 Pass (注意:此方法需要确保项目中只使用第一个 Pass)
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