Talos docs

render.hd.user-shader-partial

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. A G-buffer family's meshes may be virtual geometry (its own merge draws them); a forward family's stay raster and say nothing; a family whose virtual-geometry merge did not build says so, and those pixels show the fallback

Plain text
Severitywarning

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. A G-buffer family's meshes may be virtual geometry (its own merge draws them); a forward family's stay raster and say nothing; a family whose virtual-geometry merge did not build says so, and those pixels show the fallback

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