Closed as duplicate of#107590
Description
Tested versions
-Reproducible in 4.5 beta 1
-Not reproducible in 4.5 dev 5
System information
Godot v4.5.beta1 - Windows 11 (build 26100) - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Laptop GPU (NVIDIA; 32.0.15.7652) - 12th Gen Intel(R) Core(TM) i7-12700H (20 threads) - 63.74 GiB memory
Issue description
Creating any custom spatial shader that references the built-in NORMAL seems to cause a shader compilation error in the general shader that wraps up the custom shaders internally.
Something as simple as
shader_type spatial;
render_mode blend_mix;
void light() {
DIFFUSE_LIGHT = NORMAL;
}
causes a huge 8k line shader compilation error in the output that even slows down the editor itself.
Here is a copy of the full error in the output:
normal-error-log.txt
Steps to reproduce
- Open the MRP
- Find the Material in the Surface Material Override of the main MeshInstance3D scene
- Edit the shader and remove the comment from the
//DIFFUSE_LIGHT = NORMAL;
line - Watch the editor spam the compilation error.