PBRCustomMaterial shader fails to compile only when using WebGPU

This is because the inlining process isn’t foolproof, it’s string-based and quite simple.

In this case, there’s a collision with variable names after inlining: there’s a uv1 variable (as well as uv2/uv3) declared in the main function and a uv1 variable (uv2/uv3) in the col function.

To solve the problem, you can rename uv1/uv2/uv3 in the col function:

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