im getting an error Parse error: syntax error, unexpected TVAL_ID, expecting TOK_SETTEXTURE or '}' for my shaders Shader is not supported on this GPU (none of subshaders/fallbacks are suitable) Code (CSharp): Shader "Custom/Invisible" { Properties { } SubShader { Tags { "QUEUE" = "Transparent" } Pass { Tags { "QUEUE" = "Transparent" } ColorMask 0 -1 ZWrite Off Fog { Mode Off } GpuProgramID 11839 Program "vp" { SubProgram "d3d11 " { "!!vs_4_0 // // Generated by Microsoft (R) D3D Shader Disassembler // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyz 0 NONE float xyz // COLOR 0 xyzw 1 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // COLOR 0 xyzw 0 NONE float xyzw // SV_POSITION 0 xyzw 1 POS float xyzw // vs_4_0 dcl_constantbuffer CB0[4], immediateIndexed dcl_constantbuffer CB1[21], immediateIndexed dcl_input v0.xyz dcl_input v1.xyzw dcl_output o0.xyzw dcl_output_siv o1.xyzw, position dcl_temps 2 mov_sat o0.xyzw, v1.xyzw mul r0.xyzw, v0.yyyy, cb0[1].xyzw mad r0.xyzw, cb0[0].xyzw, v0.xxxx, r0.xyzw mad r0.xyzw, cb0[2].xyzw, v0.zzzz, r0.xyzw add r0.xyzw, r0.xyzw, cb0[3].xyzw mul r1.xyzw, r0.yyyy, cb1[18].xyzw mad r1.xyzw, cb1[17].xyzw, r0.xxxx, r1.xyzw mad r1.xyzw, cb1[19].xyzw, r0.zzzz, r1.xyzw mad o1.xyzw, cb1[20].xyzw, r0.wwww, r1.xyzw ret // Approximately 0 instruction slots used" } SubProgram "d3d11 " { Keywords { "UNITY_SINGLE_PASS_STEREO" } "!!vs_4_0 // // Generated by Microsoft (R) D3D Shader Disassembler // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyz 0 NONE float xyz // COLOR 0 xyzw 1 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // COLOR 0 xyzw 0 NONE float xyzw // SV_POSITION 0 xyzw 1 POS float xyzw // vs_4_0 dcl_constantbuffer CB0[4], immediateIndexed dcl_constantbuffer CB1[32], dynamicIndexed dcl_constantbuffer CB2[1], immediateIndexed dcl_input v0.xyz dcl_input v1.xyzw dcl_output o0.xyzw dcl_output_siv o1.xyzw, position dcl_temps 3 mov_sat o0.xyzw, v1.xyzw mul r0.xyzw, v0.yyyy, cb0[1].xyzw mad r0.xyzw, cb0[0].xyzw, v0.xxxx, r0.xyzw mad r0.xyzw, cb0[2].xyzw, v0.zzzz, r0.xyzw add r0.xyzw, r0.xyzw, cb0[3].xyzw ishl r1.x, cb2[0].x, l(2) mul r2.xyzw, r0.yyyy, cb1[r1.x + 25].xyzw mad r2.xyzw, cb1[r1.x + 24].xyzw, r0.xxxx, r2.xyzw mad r2.xyzw, cb1[r1.x + 26].xyzw, r0.zzzz, r2.xyzw mad o1.xyzw, cb1[r1.x + 27].xyzw, r0.wwww, r2.xyzw ret // Approximately 0 instruction slots used" } } Program "fp" { SubProgram "d3d11 " { "!!ps_4_0 // // Generated by Microsoft (R) D3D Shader Disassembler // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // COLOR 0 xyzw 0 NONE float xyzw // SV_POSITION 0 xyzw 1 POS float // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // ps_4_0 dcl_input_ps linear v0.xyzw dcl_output o0.xyzw mov o0.xyzw, v0.xyzw ret // Approximately 0 instruction slots used" } SubProgram "d3d11 " { Keywords { "UNITY_SINGLE_PASS_STEREO" } "!!ps_4_0 // // Generated by Microsoft (R) D3D Shader Disassembler // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // COLOR 0 xyzw 0 NONE float xyzw // SV_POSITION 0 xyzw 1 POS float // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // ps_4_0 dcl_input_ps linear v0.xyzw dcl_output o0.xyzw mov o0.xyzw, v0.xyzw ret // Approximately 0 instruction slots used" } } } } } please help and thank you.
That's a precomputed shader. Unity no longer supports using precomputed shaders as shader assets, and has not for several years. At the same time I’m not really sure what the purpose of this shader is. It is literally invisible and will write nothing. Ignoring what’s in the vertex and fragment shaders, which appears to do the basic transform of the vertex positions into clip space and output the vertex color, it’s using ColorMask 0 and ZWrite Off. ColorMask 0 means it won’t output to any color channels, only to the depth & stencil. ZWrite Off means it won’t write to the depth buffer. And the shader has no Stencil settings so it won’t write to the stencil buffer either. So, basically it’s a shader that wastes GPU cycles to do absolutely nothing.