# render.hd.user-shader-partial

> Talos 0.6 · Since 0.6

HD draws a user shader family in some paths and not in others yet, once per family; the line names the family (`shader family N (model, blend)`) and what is pending. Either the family is not drawn by HD at all and its materials draw the family's flat PBR fallback (a `vertex()` family needs HD's vertex stage; a device without the bindless texture table; or its pipeline did not build), or it is drawn (opaque and mask `lit`/`unlit` in the G-buffer pass; `stylized`, `blend`, `add` and `reads: depth` in the forward and weighted-OIT passes) and names the paths still on the fallback: ray-traced hits when the family has no bake (reflections, global illumination, ray-traced shadows; with ray tracing on, a drawn family's materials are baked at the end of the load (when they register, after it) and that is not pending), per-entity floats (they read the header defaults), `transmission`. Meshes with a user material draw as raster, not virtual geometry, and say nothing

| | |
|---|---|
| Severity | `warning` |

## Meaning

HD draws a user shader family in some paths and not in others yet, once per family; the line names the family (`shader family N (model, blend)`) and what is pending. Either the family is not drawn by HD at all and its materials draw the family's flat PBR fallback (a `vertex()` family needs HD's vertex stage; a device without the bindless texture table; or its pipeline did not build), or it is drawn (opaque and mask `lit`/`unlit` in the G-buffer pass; `stylized`, `blend`, `add` and `reads: depth` in the forward and weighted-OIT passes) and names the paths still on the fallback: ray-traced hits when the family has no bake (reflections, global illumination, ray-traced shadows; with ray tracing on, a drawn family's materials are baked at the end of the load (when they register, after it) and that is not pending), per-entity floats (they read the header defaults), `transmission`. Meshes with a user material draw as raster, not virtual geometry, and say nothing

## Fix

nothing to fix in the game if the fallback is acceptable; to see the surface now, remove `vertex()`, or switch `render.profile` to `standard`
