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Error on Android build with postprocessing (2018.3.0b12)

Discussion in '2018.3 Beta' started by MasoInar, Nov 30, 2018.

  1. MasoInar

    MasoInar

    Joined:
    Feb 20, 2014
    Posts:
    123
    I'm using Post Processing package 2.1.0 and Android build stops with error:

    Shader error in 'Hidden/PostProcessing/FinalPass': Input signature parameter SV_RenderTargetArrayIndex (1-based Entry 3) type must be a scalar uint. at line 42 (on gles)

    Compiling Vertex program with STEREO_INSTANCING_ENABLED STEREO_DOUBLEWIDE_TARGET
    Platform defines: UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_NO_CUBEMAP_ARRAY UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 SHADER_API_MOBILE UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING​

    Error building Player: Shader error in 'Hidden/PostProcessing/FinalPass': Input signature parameter SV_RenderTargetArrayIndex (1-based Entry 3) type must be a scalar uint. at line 42 (on gles)

    Compiling Vertex program with STEREO_INSTANCING_ENABLED STEREO_DOUBLEWIDE_TARGET
    Platform defines: UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_NO_CUBEMAP_ARRAY UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 SHADER_API_MOBILE UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING
    Does anyone else have this problem?
     
  2. MasoInar

    MasoInar

    Joined:
    Feb 20, 2014
    Posts:
    123
    Well, I think it was some problem with update.. Cloud build worked fine and when I deleted all the Library, Obj and temp folders and restarted project, everything started to work locally as well..
     
  3. transat

    transat

    Joined:
    May 5, 2018
    Posts:
    778
    I'm getting the same error on my Mac. Its appears to be on all the shaders with a
    #pragma target 3.0
    but I could be wrong.
     
  4. InfiniteAmmo

    InfiniteAmmo

    Joined:
    Aug 12, 2008
    Posts:
    45
    Running into this too, wondering if anyone found a workaround?
     
  5. InfiniteAmmo

    InfiniteAmmo

    Joined:
    Aug 12, 2008
    Posts:
    45
    Hmm I think trying to build over and over kinda makes it work after enough tries, weird. :p
     
  6. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,000
    Could you please submit a bug report for this issue? If possible with a minimal reproduction project.
     
  7. brianchasalow

    brianchasalow

    Joined:
    Jun 3, 2010
    Posts:
    204
    @LeonhardP : 2019.1a11,
    same issue here, iOS build target.
    Issue went away when I turned off FXAA on the Post FX 2.0 stack, temporarily.
    Edit: But the correct answer is to change it from #pragma target 3.0 to #pragma target 5.0 in the post fx package itself in FinalPass.shader, but it overwrites itself from the server on every Unity application load and some other times.
     
    Last edited: Dec 13, 2018
    EarthHobbit likes this.
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