# 5.8 - shader type TShadowDepthPSCombined missing. Lighting compilation failed.

**URL:** <https://forums.unrealengine.com/t/5-8-shader-type-tshadowdepthpscombined-missing-lighting-compilation-failed/2729958>\
**Category:** Issues and Bug Reporting (Unreal Engine)\
**Tags:** unreal-engine, Shaders\
**Created:** [June 19, 2026, 6:01pm UTC](https://forums.unrealengine.com/t/5-8-shader-type-tshadowdepthpscombined-missing-lighting-compilation-failed/2729958 "2026-06-19T18:01:34Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![BuildSpillWhat1](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/buildspillwhat1/32/1184069_2.png) [@BuildSpillWhat1](https://forums.unrealengine.com/u/BuildSpillWhat1)\
**Post date:** [June 19, 2026, 6:01pm UTC](https://forums.unrealengine.com/t/5-8-shader-type-tshadowdepthpscombined-missing-lighting-compilation-failed/2729958/1 "2026-06-19T18:01:35Z")

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### Summary

This only happens after i migrated a project to 5.8, everything compiles fine in 5.7.  
When I compile lighting, it says MI\_BrickPlaster\_Layered is missing expected shader type TShadowDepthPSCombined. and crashes the editor. The material in question is a layered, height blended brick/plaster material.

### What Type of Bug are you experiencing?

Rendering (Graphics / Niagara)

### Steps to Reproduce

Install 5.8  
Create a height blended, nanite displaced two layered material in 5.7  
Migrate project.  
Compile lighting.

### Expected Result

The usual lighting compilation log shows up, no crash.

### Observed Result

Crash and error code MI\_BrickPlaster\_Layered is missing expected shader type TShadowDepthPSCombined.

### Affects Versions

5.8

### Platform(s)

Windows

### For crash reports, include your callstack

Assertion failed: ShaderMapId.ContainsShaderType(ShaderType, kUniqueShaderPermutationId) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShader.cpp] [Line: 2565]  
Material shader map M\_Blend\_Master from material /Game/BlacksmithHouse/Materials/MI\_BrickPlaster\_Layered is missing expected shader type TShadowDepthPSCombined

UnrealEditor\_Core  
UnrealEditor\_Engine  
UnrealEditor\_Engine  
UnrealEditor\_Engine  
UnrealEditor\_Engine  
UnrealEditor\_Engine  
UnrealEditor\_Engine  
UnrealEditor\_Engine  
UnrealEditor\_Engine  
UnrealEditor\_Engine  
UnrealEditor\_UnrealEd  
UnrealEditor\_UnrealEd  
UnrealEditor\_UnrealEd  
UnrealEditor\_UnrealEd  
UnrealEditor  
UnrealEditor  
UnrealEditor  
UnrealEditor  
UnrealEditor  
UnrealEditor  
kernel32  
ntdll

### Additional Notes

5.8 has two major bugs that are prohibiting from updating my projects at this point. I can’t wait for a more stable version. (The second bug is niagara ribbons on the GPU look weird compared to on the CPU.)

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**Author:** ![obilang](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@obilang](https://forums.unrealengine.com/u/obilang)\
**Post date:** [June 29, 2026, 5:21am UTC](https://forums.unrealengine.com/t/5-8-shader-type-tshadowdepthpscombined-missing-lighting-compilation-failed/2729958/2 "2026-06-29T05:21:13Z")

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Same for me. Maybe you can try plug anything to the displacement output in base material. In 5.8, the engine seems not detect the displacement change in material layer.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/3/e/c3e420b228b0d7f8281f97a8d58c015bafe1b863.png)

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**Author:** ![hardway](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/hardway/32/769254_2.png) [@hardway](https://forums.unrealengine.com/u/hardway)\
**Post date:** [July 4, 2026, 5:53pm UTC](https://forums.unrealengine.com/t/5-8-shader-type-tshadowdepthpscombined-missing-lighting-compilation-failed/2729958/3 "2026-07-04T17:53:31Z")

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Thanks for workaround.
