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Fixed
Votes
17
Found in
6000.0.10f1
Issue ID
UUM-75654
Regression
Yes
URP internal shader errors when the iOS is selected as a Build Target on the Windows Editor
How to reproduce:
1. Open the “IN_ 79876” project
2. In the Build Settings make sure iOS Build Target is selected
3. Observe the Console
Expected result: No errors in the Console
Actual result: Shader errors in the Console
Reproducible with: 6000.0.9f1, 6000.0.10f1
Not reproducible with: 2021.3.40f1, 2022.3.38f1, 6000.0.8f1
Reproducible on: Windows 10 Pro, Windows 11 (user reported)
Not reproducible on: macOS Sonoma 14.5
Notes:
- Not reproducible if Android, Windows Standalone Build target is selected (others not tested)
- Reproducible on a new URP 3D project
Errors:
{noformat}Shader error in 'Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion': undeclared identifier 'RemapFoveatedRenderingLinearToNonUniform' at /Users/username/Downloads/projectname/Library/PackageCache/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl(25) (on d3d11)
Compiling Subshader: 0, Pass: SSAO_Occlusion, Vertex program with <no keywords>
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PLATFORM_SUPPORTS_DEPTH_FETCH
Disabled keywords: SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING
Shader error in 'Hidden/Universal Render Pipeline/UberPost': undeclared identifier 'RemapFoveatedRenderingLinearToNonUniform' at /Users/username/projectname/Library/PackageCache/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl(25) (on d3d11)
Compiling Subshader: 0, Pass: UberPost, Vertex program with <no keywords>
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PLATFORM_SUPPORTS_DEPTH_FETCH
Disabled keywords: SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING
Shader error in 'Hidden/Universal Render Pipeline/Bloom': undeclared identifier 'RemapFoveatedRenderingLinearToNonUniform' at /Users/username/projectname/Library/PackageCache/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl(25) (on d3d11)
Compiling Subshader: 0, Pass: Bloom Blur Horizontal, Vertex program with <no keywords>
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PLATFORM_SUPPORTS_DEPTH_FETCH
Disabled keywords: SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _USE_RGBM{noformat}
-
mag_at_thefury
Aug 05, 2024 14:59
We are working to release an iOS app soon. This issue affects our production critically. Please fix this soon.
-
greg-harding
Jul 26, 2024 02:56
URP shaders broke pretty hard for us on metal (macOS/iOS) in 6.0.9f1+. Various shader graph and Amplify Shaders are all failing to compile for various reasons - fairly painful stuff until some fixes land.
-
Muke24
Jul 19, 2024 10:12
Also reproducible in Unity 6000.0.11f1. Please I beg this to be fixed early on. I plan to release my game for iOS, Android, AppleTV and AndroidTV once Unity 6 releases. iOS is my main testing platform at the moment and this is slowing me down a lot :c
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Resolution Note:
Fixed by another internal issue: UUM-75548: A shader compilation error occurs when building for Apple platforms without the Metal graphics API