It's me again. opa Still dreaming about the material editor finally working, and I made some progress.

So thanks to Norbyte, we discovered that the missing shader files are actually in EngineShaders.pak. Since it seems the editor's having trouble reading those, I extracted them into the Data/Shaders folder to see if the material editor would finally generate the compiled file now that it has the files it was missing.

Unfortunately, it still ended in an error, but we're making progress.

Here's the new log errors:
[Linked Image]

After a serious of NUL entries about 172,822 characters long, it proceeds with listing the shader file arguments.

errors.txt contains:
[19-04-2018 05:02:08:069][C:\Jenkins\workspace\Repo\RS3.0_FW3.0\ModNew\Stable\LSProjects\Framework\Code\RenderFramework\Renderer.cpp 1389 rf::Renderer::createBinaryShaderFromText]: Failed to compile text shader: "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/Mimicry_1e551d21-2e03-4ae9-a90a-9ad9cfe863cc/Assets/Materials/LLMIME_MaterialTest_ST_L_DX11.shd"


Attempting to generate the other non-DX11 shaders returned no errors, but no results either.

I also tested running the commands for SFG from the commandline, and tried the gnm and gnm_debug options. Those crashed SFG (I imagine this is normal since they require the PS4 sdk, as Norbyte told me).

dx11x returned this error:
Error occurred during compilation. Look at log file for additional info.Error occurred during compilation. Look at log file for additional info.Failed to compile text shader: '00007FF78FB8C180'

The log/error text files had this error again:
[19-04-2018 05:16:23:651][C:\Jenkins\workspace\Repo\RS3.0_FW3.0\ModNew\Stable\LSProjects\Framework\Code\RenderFramework\Renderer.cpp 1389 rf::Renderer::createBinaryShaderFromText]: Failed to compile text shader: "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/Mimicry_1e551d21-2e03-4ae9-a90a-9ad9cfe863cc/Assets/Materials/LLMIME_MatTest3_ST_L_DX11.shd"


By the way, besides my original material (base color and normal map connected in the right spots), the other material I tried to export was just a simple Texture2D connected to the base color:
[Linked Image]