The new handling of mixnode in eevee is problematic, it recompiles the shader when the mixnode hits 0 or 1
what the title says:
when you animate the mixnode mix value and hit 0 or 1 , the shader will recompile , EVEN if the scene is playing back, the shader becomes plain grey for a few frames as long as the asynchrounous shader compilation needs to catch up.
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it causes unpredictable visual glitches in preview and viewport render output, the shader will turn plain grey
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it causes framerate dips and lagging in animation playback
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this isnt just my usecase, blending normalmaps or texture maps for destruction models, whenever a mixnode anywhere in the tree hits 0 or 1, a shader will recompile.
this is rather new behaviour and was not present and working just fine before 3.4 or 3.3.
i suggest not to recompile or optimize the shader as long as animation is playing back ...
i uploaded a simple scene to demonmstrate it. projects.blender.org/attachments/9562d8db-aeda-4255-bf58-9658d3719abd
1 Comment
Please make a big report.