5.7.x - Substrate - Movie Render Queue - Shader Compile Fails every frame - Stutter

Hi,

I’m currently having an issue with 5.7.x and Substrate when it comes to rendering

  • GPU: RTX A5000
  • OS: Windows 10

Any sequence rendered in movie render queue ends up stuttering every single frame as it attempts to recompile shaders.

In the output log is it saying this:

Summary

LogShaderCompilers: Warning: Failed to compile Material /Engine/BufferVisualization/AmbientOcclusion.AmbientOcclusion for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\AmbientOcclusion_3ae0198ee8f1fd60\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\2_0bb22bb2aadf7315”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshot.HighResScreenshot for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshot_adc9a9eec5e2a874\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\2_b3a4545dac28f8f7”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshotMask.HighResScreenshotMask for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshotMask_e22fb050512e5dee\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\3_acb054a1a370eb22”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/BufferVisualization/AmbientOcclusion.AmbientOcclusion for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\AmbientOcclusion_3ae0198ee8f1fd60\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\3_0bb22bb2aadf7315”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshot.HighResScreenshot for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshot_adc9a9eec5e2a874\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\2_b3a4545dac28f8f7”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshotMask.HighResScreenshotMask for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshotMask_e22fb050512e5dee\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\2_acb054a1a370eb22”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/BufferVisualization/AmbientOcclusion.AmbientOcclusion for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\AmbientOcclusion_3ae0198ee8f1fd60\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\3_0bb22bb2aadf7315”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshot.HighResScreenshot for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshot_adc9a9eec5e2a874\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\2_b3a4545dac28f8f7”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshotMask.HighResScreenshotMask for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshotMask_e22fb050512e5dee\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\3_acb054a1a370eb22”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/BufferVisualization/AmbientOcclusion.AmbientOcclusion for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\AmbientOcclusion_3ae0198ee8f1fd60\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\2_0bb22bb2aadf7315”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshot.HighResScreenshot for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshot_adc9a9eec5e2a874\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\3_b3a4545dac28f8f7”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshotMask.HighResScreenshotMask for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshotMask_e22fb050512e5dee\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\2_acb054a1a370eb22”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/BufferVisualization/AmbientOcclusion.AmbientOcclusion for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\AmbientOcclusion_3ae0198ee8f1fd60\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\2_0bb22bb2aadf7315”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshot.HighResScreenshot for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshot_adc9a9eec5e2a874\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\2_b3a4545dac28f8f7”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshotMask.HighResScreenshotMask for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshotMask_e22fb050512e5dee\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\2_acb054a1a370eb22”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/BufferVisualization/AmbientOcclusion.AmbientOcclusion for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\AmbientOcclusion_3ae0198ee8f1fd60\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\2_0bb22bb2aadf7315”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshot.HighResScreenshot for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshot_adc9a9eec5e2a874\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\3_b3a4545dac28f8f7”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshotMask.HighResScreenshotMask for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshotMask_e22fb050512e5dee\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\3_acb054a1a370eb22”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/BufferVisualization/AmbientOcclusion.AmbientOcclusion for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\AmbientOcclusion_3ae0198ee8f1fd60\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\2_0bb22bb2aadf7315”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshot.HighResScreenshot for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshot_adc9a9eec5e2a874\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\2_b3a4545dac28f8f7”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshotMask.HighResScreenshotMask for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshotMask_e22fb050512e5dee\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\2_acb054a1a370eb22”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/BufferVisualization/AmbientOcclusion.AmbientOcclusion for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\AmbientOcclusion_3ae0198ee8f1fd60\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\3_0bb22bb2aadf7315”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshot.HighResScreenshot for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshot_adc9a9eec5e2a874\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\3_b3a4545dac28f8f7”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshotMask.HighResScreenshotMask for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshotMask_e22fb050512e5dee\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\3_acb054a1a370eb22”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/BufferVisualization/AmbientOcclusion.AmbientOcclusion for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\AmbientOcclusion_3ae0198ee8f1fd60\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\2_0bb22bb2aadf7315”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshot.HighResScreenshot for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshot_adc9a9eec5e2a874\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\3_b3a4545dac28f8f7”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshotMask.HighResScreenshotMask for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshotMask_e22fb050512e5dee\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\3_acb054a1a370eb22”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/BufferVisualization/AmbientOcclusion.AmbientOcclusion for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\AmbientOcclusion_3ae0198ee8f1fd60\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\3_0bb22bb2aadf7315”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshot.HighResScreenshot for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshot_adc9a9eec5e2a874\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\2_b3a4545dac28f8f7”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshotMask.HighResScreenshotMask for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshotMask_e22fb050512e5dee\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\2_acb054a1a370eb22”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/BufferVisualization/AmbientOcclusion.AmbientOcclusion for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\AmbientOcclusion_3ae0198ee8f1fd60\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\3_0bb22bb2aadf7315”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshot.HighResScreenshot for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshot_adc9a9eec5e2a874\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\3_b3a4545dac28f8f7”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshotMask.HighResScreenshotMask for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshotMask_e22fb050512e5dee\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\2_acb054a1a370eb22”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/BufferVisualization/AmbientOcclusion.AmbientOcclusion for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\AmbientOcclusion_3ae0198ee8f1fd60\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\2_0bb22bb2aadf7315”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshot.HighResScreenshot for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshot_adc9a9eec5e2a874\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\3_b3a4545dac28f8f7”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshotMask.HighResScreenshotMask for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshotMask_e22fb050512e5dee\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\2_acb054a1a370eb22”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/BufferVisualization/AmbientOcclusion.AmbientOcclusion for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\AmbientOcclusion_3ae0198ee8f1fd60\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\3_0bb22bb2aadf7315”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshot.HighResScreenshot for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshot_adc9a9eec5e2a874\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\3_b3a4545dac28f8f7”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshotMask.HighResScreenshotMask for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshotMask_e22fb050512e5dee\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\2_acb054a1a370eb22”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/BufferVisualization/AmbientOcclusion.AmbientOcclusion for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\AmbientOcclusion_3ae0198ee8f1fd60\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\3_0bb22bb2aadf7315”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshot.HighResScreenshot for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshot_adc9a9eec5e2a874\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\3_b3a4545dac28f8f7”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshotMask.HighResScreenshotMask for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshotMask_e22fb050512e5dee\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\3_acb054a1a370eb22”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/BufferVisualization/AmbientOcclusion.AmbientOcclusion for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\AmbientOcclusion_3ae0198ee8f1fd60\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\3_0bb22bb2aadf7315”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshot.HighResScreenshot for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshot_adc9a9eec5e2a874\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\3_b3a4545dac28f8f7”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshotMask.HighResScreenshotMask for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshotMask_e22fb050512e5dee\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\2_acb054a1a370eb22”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/BufferVisualization/AmbientOcclusion.AmbientOcclusion for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\AmbientOcclusion_3ae0198ee8f1fd60\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\3_0bb22bb2aadf7315”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshot.HighResScreenshot for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshot_adc9a9eec5e2a874\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicy\2_b3a4545dac28f8f7”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicy, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshotMask.HighResScreenshotMask for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshotMask_e22fb050512e5dee\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\3_acb054a1a370eb22”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/BufferVisualization/AmbientOcclusion.AmbientOcclusion for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\AmbientOcclusion_3ae0198ee8f1fd60\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\3_0bb22bb2aadf7315”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshot.HighResScreenshot for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshot_adc9a9eec5e2a874\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\2_b3a4545dac28f8f7”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,64): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 2, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:64: error: use of undeclared identifier ‘AdjustedDualBlendMul’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);
^
LogShaderCompilers: Warning: Failed to compile Material /Engine/EngineMaterials/HighResScreenshotMask.HighResScreenshotMask for platform PCD3D_SM6, Default Material will be used in game.
Shader debug info dumped to: “D:\Unreal Projects\TempLookDev\Saved\ShaderDebugInfo\PCD3D_SM6\HighResScreenshotMask_e22fb050512e5dee\Default\FLocalVertexFactory\TBasePassPSFNoLightMapPolicySkylight\3_acb054a1a370eb22”
C:\Program Files\Epic Games\UE_5.7\Engine\Shaders\Private\BasePassPixelShader.usf(2460,42): Shader TBasePassPSFNoLightMapPolicySkylight, Permutation 3, VF FLocalVertexFactory:
/Engine/Private/BasePassPixelShader.usf:2460:42: error: use of undeclared identifier ‘AdjustedDualBlendAdd’
AddOITSample(uint2(In.SvPosition.xy), AdjustedDualBlendAdd, AdjustedDualBlendMul, MaterialParameters.ScreenPosition.w);

These are all engine materials.

I’ve narrowed it down to this flag in the DefaultEngine.ini:

r.Substrate.ProjectGBufferFormat=1

Setting this to 0 the issue goes away.

But for the Substrate Automotive Pack it needs this value to be 1.

Any ideas on why the engine is attempting to recompile shaders every single frame? Is there any way to prevent this as a temporary fix? or is it hardware related?

To recreate this issue just make a new project using the Automotive blank project ensuring r.Substrate.ProjectGBufferFormat=1 is set, then render any sequence and any level and it will stutter. We’ve been able to reproduce this on different machines.

Hello I am not able to repro this. I do not have access to Windows 10 though. Can you provide a project where its failing for you in case I am missing something?