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Fixed in 5.4.0
Votes
0
Found in
5.4.0b3
Issue ID
763708
Regression
Yes
iOS: "Shader compilation failed" error in the log
Steps to reproduce:
- Set Graphics API to OpenGLES2 under Player Settings > Other Settings
- Build a project for iOS (with any backend Mono or IL2CPP)
- Run on a device
Result: See an error in the XCode log (full error in the attached file)
-------- Shader compilation failed
#version 100
precision mediump float;
#extension GL_EXT_shader_texture_lod : enable
lowp vec4 impl_low_textureCubeLodEXT(lowp samplerCube sampler, highp vec3 coord, mediump float lod)
{
#if defined(GL_EXT_shader_texture_lod)
return textureCubeLodEXT(sampler, coord, lod);
#else
return textureCube(sampler, coord, lod);
#endif
}
....
-------- failed compiling:
fragment evaluation shader
Note: Creation of internal variant of shader 'Hidden/CubeBlend' failed.
WARNING: Shader Unsupported: 'Hidden/CubeBlend' - Pass '' has no vertex shader
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OA2014
Jun 05, 2017 00:25
It's June 2017 and I'm still getting the same error as everyone else on Unity 5.5.3f1 with an iPhone 6S. I have to use diffuse mobile errors to get good performance out of the game.
Here's the error:
-------- Shader compilation failed
#version 100
#extension GL_EXT_frag_depth : enable
precision highp float;
uniform highp vec4 _ProjectionParams;
uniform highp vec4 _ZBufferParams;
uniform highp mat4 unity_CameraToWorld;
uniform highp mat4 _NonJitteredVP;
uniform highp mat4 _PreviousVP;
uniform highp sampler2D _CameraDepthTexture;
varying highp vec2 xlv_TEXCOORD0;
varying highp vec3 xlv_TEXCOORD1;
void main ()
{
highp vec4 tmpvar_1;
tmpvar_1 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0);
mediump vec2 tmpvar_2;
highp vec4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/((
(_ZBufferParams.x * tmpvar_1.x)
+ _ZBufferParams.y))));
highp vec4 tmpvar_4;
tmpvar_4 = (unity_CameraToWorld * tmpvar_3);
highp vec4 tmpvar_5;
tmpvar_5 = (_PreviousVP * tmpvar_4);
highp vec4 tmpvar_6;
tmpvar_6 = (_NonJitteredVP * tmpvar_4);
highp vec2 tmpvar_7;
tmpvar_7 = (((tmpvar_5.xy / tmpvar_5.w) + 1.0) / 2.0);
highp vec2 tmpvar_8;
tmpvar_8 = (((tmpvar_6.xy / tmpvar_6.w) + 1.0) / 2.0);
tmpvar_2 = (tmpvar_8 - tmpvar_7);
mediump vec4 tmpvar_9;
tmpvar_9.zw = vec2(0.0, 1.0);
tmpvar_9.xy = tmpvar_2;
gl_FragDepthEXT = tmpvar_1.x;
gl_FragData[0] = tmpvar_9;
}
retry_entry
Apr 28, 2017 08:30
THIS IS NOT RESOLVED. GOT THE SAME ERROR!
xrm0
Apr 20, 2017 21:51
The error log is:
WARNING: 0:4: extension 'GL_EXT_frag_depth' is not supported
ERROR: 0:38: Use of undeclared identifier 'gl_FragDepthEXT'
Note: Creation of internal variant of shader 'Hidden/Internal-MotionVectors' failed.
WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Setting to default shader.
WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/VR/BlitCopyFromTexArray' - Setting to default shader.
xrm0
Apr 20, 2017 21:50
This is happening to me in 5.6.0f1, in iOS and Android.
DM-FullFat
Feb 07, 2017 10:48
OPENGL LOG: Creating OpenGL ES 2.0 graphics device ; Context level <OpenGL ES 2.0> ; Context handle 392377776
Initialize engine version: 5.5.1p1 (d7332d2a7307)
-------- Shader compilation failed
#version 100
#extension GL_EXT_frag_depth : enable
precision highp float;
uniform highp vec4 _ProjectionParams;
uniform highp vec4 _ZBufferParams;
uniform highp mat4 unity_CameraToWorld;
uniform highp mat4 _NonJitteredVP;
uniform highp mat4 _PreviousVP;
uniform highp sampler2D _CameraDepthTexture;
varying highp vec2 xlv_TEXCOORD0;
varying highp vec3 xlv_TEXCOORD1;
void main ()
{
highp vec4 tmpvar_1;
tmpvar_1 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0);
mediump vec2 tmpvar_2;
highp vec4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/((
(_ZBufferParams.x * tmpvar_1.x)
+ _ZBufferParams.y))));
highp vec4 tmpvar_4;
tmpvar_4 = (unity_CameraToWorld * tmpvar_3);
highp vec4 tmpvar_5;
tmpvar_5 = (_PreviousVP * tmpvar_4);
highp vec4 tmpvar_6;
tmpvar_6 = (_NonJitteredVP * tmpvar_4);
highp vec2 tmpvar_7;
tmpvar_7 = (((tmpvar_5.xy / tmpvar_5.w) + 1.0) / 2.0);
highp vec2 tmpvar_8;
tmpvar_8 = (((tmpvar_6.xy / tmpvar_6.w) + 1.0) / 2.0);
tmpvar_2 = (tmpvar_8 - tmpvar_7);
mediump vec4 tmpvar_9;
tmpvar_9.zw = vec2(0.0, 1.0);
tmpvar_9.xy = tmpvar_2;
gl_FragDepthEXT = tmpvar_1.x;
gl_FragData[0] = tmpvar_9;
}
-------- failed compiling:
fragment evaluation shader
WARNING: 0:4: extension 'GL_EXT_frag_depth' is not supported
ERROR: 0:38: Use of undeclared identifier 'gl_FragDepthEXT'
Note: Creation of internal variant of shader 'Hidden/Internal-MotionVectors' failed.
WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Setting to default shader.
Cambesa
Dec 12, 2016 09:57
Still occurs in Unity 5.5.0f3 when building for android, could this cause this glitch? https://pbs.twimg.com/media/Czd5wX2XcAE9Sk-.jpg I was looking through the adb logcat for hints to this glitch and found this issuetracker
jeromeboe
Nov 29, 2016 12:09
Still having the issue with 5.4.2f2.
Zorkman
Nov 28, 2016 09:53
This is not fixed in 5.4.3f1. I'm getting the same error as everyone else.
Suguma
Nov 16, 2016 12:36
Still a problem in 5.4.2f2!!
Christin2015
Nov 08, 2016 00:18
Still same problem in Unity 5.4.2f2 , using MacOS El Sierra here.
Have this problem on
iPad mini (iOS 9.3.5) and
iPad Air 2, (iOS 9.3.5)
iPhone6 , (iOS 10.1.1)