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Shader compilation errors on Samsung Galaxy S4

Discussion in 'Shaders' started by ciprian_facerig, Oct 23, 2015.

  1. ciprian_facerig

    ciprian_facerig

    Joined:
    Mar 25, 2015
    Posts:
    34
    On a Samsung Galaxy S4 I get the following shader errors :
    WARNING: Shader
    10-23 15:47:06.816: D/Unity(12937): Unsupported: 'Standard' - Pass 'FORWARD' has no vertex shader
    10-23 15:47:06.816: D/Unity(12937): WARNING: Shader
    10-23 15:47:06.821: D/Unity(12937): Unsupported: 'Standard' - Pass 'FORWARD_DELTA' has no vertex shader
    10-23 15:47:06.821: D/Unity(12937): WARNING: Shader
    10-23 15:47:06.821: D/Unity(12937): Unsupported: 'Standard' - Pass 'SHADOWCASTER' has no vertex shader
    10-23 15:47:06.821: D/Unity(12937): WARNING: Shader
    10-23 15:47:06.821: D/Unity(12937): Unsupported: 'Standard' - All passes removed
    10-23 15:47:06.886: D/Unity(12937): -------- Shader compilation failed
    10-23 15:47:06.886: D/Unity(12937): #version 100
    10-23 15:47:06.886: D/Unity(12937): #extension GL_EXT_shader_texture_lod : enable
    10-23 15:47:06.886: D/Unity(12937): lowp vec4 impl_low_textureCubeLodEXT(lowp samplerCube sampler, highp vec3 coord, mediump float lod)
    10-23 15:47:06.886: D/Unity(12937): {
    10-23 15:47:06.886: D/Unity(12937): #if defined(GL_EXT_shader_texture_lod)
    10-23 15:47:06.886: D/Unity(12937): return textureCubeLodEXT(sampler, coord, lod);
    10-23 15:47:06.886: D/Unity(12937): #else
    10-23 15:47:06.886: D/Unity(12937): return textureCube(sampler, coord, lod);
    10-23 15:47:06.886: D/Unity(12937): #endif
    10-23 15:47:06.886: D/Unity(12937): }
    10-23 15:47:06.886: D/Unity(12937): uniform highp vec3 _WorldSpaceCameraPos;
    10-23 15:47:06.886: D/Unity(12937): uniform mediump vec4 _WorldSpaceLightPos0;
    10-23 15:47:06.886: D/Unity(12937): uniform mediump vec4 unity_SHAr;
    10-23 15:47:06.886: D/Unity(12937): uniform mediump vec4 unity_SHAg;
    10-23 15:47:06.886: D/Unity(12937): uniform mediump vec4 unity_SHAb;
    10-23 15:47:06.886: D/Unity(12937): uniform lowp samplerCube unity_SpecCube0;
    10-23 15:47:06.891: D/Unity(12937): uniform mediump vec4 unity_SpecCube0_HDR;
    10-23 15:47:06.891: D/Unity(12937): uniform lowp vec4 _LightColor0;
    10-23 15:47:06.891: D/Unity(12937): uniform mediump vec4 unity_LightGammaCorrectionConsts;
    10-23 15:47:06.891: D/Unity(12937): uniform sampler2D _MainTex;
    10-23 15:47:06.891: D/Unity(12937): uniform sampler2D _NormalTex;
    10-23 15:47:06.891: D/Unity(12937): uniform sampler2D _SpecularTex;
    10-23 15:47:06.891: D/Unity(12937): uniform sampler2D _AOTex;
    10-23 15:47:06.891: D/Unity(12937): uniform mediump float _Glossiness;
    10-23 15:47:06.891: D/Unity(12937): uniform lowp vec4 _Color;
    10-23 15:47:06.891: D/Unity(12937): varying highp vec2 xlv_TEXCOORD0;
    10-23 15:47:06.891: D/Unity(12937): varying highp vec4 xlv_TEXCOORD1;
    10-23 15:47:06.891: D/Unity(12937): varying highp vec4 xlv_TEXCOORD2;
    10-23 15:47:06.891: D/Unity(12937): varying highp vec4 xlv_TEXCOORD3;
    10-23 15:47:06.891: D/Unity(12937): varying mediump vec3 xlv_TEXCOORD4;
    10-23 15:47:06.891: D/Unity(12937): void main ()
    10-23 15:47:06.891: D/Unity(12937): {
    10-23 15:47:06.891: D/Unity(12937): mediump vec3 tmpvar_1;
    10-23 15:47:06.891: D/Unity(12937): highp vec4 tmpvar_2;
    10-23 15:47:06.891: D/Unity(12937): mediump vec3 tmpvar_3;
    10-23 15:47:06.891: D/Unity(12937): mediump vec3 tmpvar_4;
    10-23 15:47:06.891: D/Unity(12937): lowp vec3 worldN_5;
    10-23 15:47:06.891: D/Unity(12937): lowp vec4 c_6;
    10-23 15:47:06.891: D/Unity(12937): lowp vec3 worldViewDir_7;
    10-23 15:47:06.891: D/Unity(12937): lowp vec3 lightDir_8;
    10-23 15:47:06.891: D/Unity(12937): highp vec3 tmpvar_9;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_9.x = xlv_TEXCOORD1.w;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_9.y = xlv_TEXCOORD2.w;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_9.z = xlv_TEXCOORD3.w;
    10-23 15:47:06.891: D/Unity(12937): mediump vec3 tmpvar_10;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_10 = _WorldSpaceLightPos0.xyz;
    10-23 15:47:06.891: D/Unity(12937): lightDir_8 = tmpvar_10;
    10-23 15:47:06.891: D/Unity(12937): highp vec3 tmpvar_11;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_11 = normalize((_WorldSpaceCameraPos - tmpvar_9));
    10-23 15:47:06.891: D/Unity(12937): worldViewDir_7 = tmpvar_11;
    10-23 15:47:06.891: D/Unity(12937): lowp vec3 tmpvar_12;
    10-23 15:47:06.891: D/Unity(12937): lowp vec3 tmpvar_13;
    10-23 15:47:06.891: D/Unity(12937): mediump float tmpvar_14;
    10-23 15:47:06.891: D/Unity(12937): highp vec4 Color_15;
    10-23 15:47:06.891: D/Unity(12937): highp vec4 SpecularTexel_16;
    10-23 15:47:06.891: D/Unity(12937): lowp vec4 tmpvar_17;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_17 = texture2D (_SpecularTex, xlv_TEXCOORD0);
    10-23 15:47:06.891: D/Unity(12937): SpecularTexel_16 = tmpvar_17;
    10-23 15:47:06.891: D/Unity(12937): lowp vec4 tmpvar_18;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_18 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color);
    10-23 15:47:06.891: D/Unity(12937): Color_15 = tmpvar_18;
    10-23 15:47:06.891: D/Unity(12937): highp vec3 tmpvar_19;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_19 = SpecularTexel_16.xyz;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_13 = tmpvar_19;
    10-23 15:47:06.891: D/Unity(12937): lowp vec3 tmpvar_20;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_20 = normalize(((texture2D (_NormalTex, xlv_TEXCOORD0).xyz * vec3(2.0, 2.0, 2.0)) - vec3(1.0, 1.0, 1.0)));
    10-23 15:47:06.891: D/Unity(12937): lowp vec4 tmpvar_21;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_21 = texture2D (_AOTex, xlv_TEXCOORD0);
    10-23 15:47:06.891: D/Unity(12937): tmpvar_14 = tmpvar_21.x;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_12 = Color_15.xyz;
    10-23 15:47:06.891: D/Unity(12937): highp float tmpvar_22;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_22 = dot (xlv_TEXCOORD1.xyz, tmpvar_20);
    10-23 15:47:06.891: D/Unity(12937): worldN_5.x = tmpvar_22;
    10-23 15:47:06.891: D/Unity(12937): highp float tmpvar_23;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_23 = dot (xlv_TEXCOORD2.xyz, tmpvar_20);
    10-23 15:47:06.891: D/Unity(12937): worldN_5.y = tmpvar_23;
    10-23 15:47:06.891: D/Unity(12937): highp float tmpvar_24;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_24 = dot (xlv_TEXCOORD3.xyz, tmpvar_20);
    10-23 15:47:06.891: D/Unity(12937): worldN_5.z = tmpvar_24;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_3 = _LightColor0.xyz;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_4 = lightDir_8;
    10-23 15:47:06.891: D/Unity(12937): mediump vec3 normal_25;
    10-23 15:47:06.891: D/Unity(12937): normal_25 = worldN_5;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_1 = worldViewDir_7;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_2 = unity_SpecCube0_HDR;
    10-23 15:47:06.891: D/Unity(12937): mediump vec3 I_26;
    10-23 15:47:06.891: D/Unity(12937): I_26 = -(tmpvar_1);
    10-23 15:47:06.891: D/Unity(12937): mediump vec3 normalWorld_27;
    10-23 15:47:06.891: D/Unity(12937): normalWorld_27 = worldN_5;
    10-23 15:47:06.891: D/Unity(12937): mediump vec3 tmpvar_28;
    10-23 15:47:06.891: D/Unity(12937): mediump vec4 tmpvar_29;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_29.w = 1.0;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_29.xyz = normalWorld_27;
    10-23 15:47:06.891: D/Unity(12937): mediump vec3 x1_30;
    10-23 15:47:06.891: D/Unity(12937): x1_30.x = dot (unity_SHAr, tmpvar_29);
    10-23 15:47:06.891: D/Unity(12937): x1_30.y = dot (unity_SHAg, tmpvar_29);
    10-23 15:47:06.891: D/Unity(12937): x1_30.z = dot (unity_SHAb, tmpvar_29);
    10-23 15:47:06.891: D/Unity(12937): tmpvar_28 = (xlv_TEXCOORD4 + x1_30);
    10-23 15:47:06.891: D/Unity(12937): tmpvar_28 = (tmpvar_28 * tmpvar_14);
    10-23 15:47:06.891: D/Unity(12937): mediump vec4 hdr_31;
    10-23 15:47:06.891: D/Unity(12937): hdr_31 = tmpvar_2;
    10-23 15:47:06.891: D/Unity(12937): mediump vec4 tmpvar_32;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_32.xyz = (I_26 - (2.0 * (
    10-23 15:47:06.891: D/Unity(12937): dot (worldN_5, I_26)
    10-23 15:47:06.891: D/Unity(12937): * worldN_5)));
    10-23 15:47:06.891: D/Unity(12937): mediump float tmpvar_33;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_33 = (1.0 - _Glossiness);
    10-23 15:47:06.891: D/Unity(12937): tmpvar_32.w = (pow (tmpvar_33, 0.75) * 7.0);
    10-23 15:47:06.891: D/Unity(12937): lowp vec4 tmpvar_34;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_34 = impl_low_textureCubeLodEXT (unity_SpecCube0, tmpvar_32.xyz, tmpvar_32.w);
    10-23 15:47:06.891: D/Unity(12937): mediump vec4 tmpvar_35;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_35 = tmpvar_34;
    10-23 15:47:06.891: D/Unity(12937): lowp vec3 tmpvar_36;
    10-23 15:47:06.891: D/Unity(12937): mediump vec3 viewDir_37;
    10-23 15:47:06.891: D/Unity(12937): viewDir_37 = worldViewDir_7;
    10-23 15:47:06.891: D/Unity(12937): mediump vec4 c_38;
    10-23 15:47:06.891: D/Unity(12937): lowp vec3 tmpvar_39;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_39 = normalize(worldN_5);
    10-23 15:47:06.891: D/Unity(12937): mediump vec3 tmpvar_40;
    10-23 15:47:06.891: D/Unity(12937): mediump vec3 albedo_41;
    10-23 15:47:06.891: D/Unity(12937): albedo_41 = tmpvar_12;
    10-23 15:47:06.891: D/Unity(12937): mediump vec3 specColor_42;
    10-23 15:47:06.891: D/Unity(12937): specColor_42 = tmpvar_13;
    10-23 15:47:06.891: D/Unity(12937): mediump float oneMinusReflectivity_43;
    10-23 15:47:06.891: D/Unity(12937): oneMinusReflectivity_43 = (1.0 - max (max (specColor_42.x, specColor_42.y), specColor_42.z));
    10-23 15:47:06.891: D/Unity(12937): tmpvar_40 = (albedo_41 * oneMinusReflectivity_43);
    10-23 15:47:06.891: D/Unity(12937): tmpvar_36 = tmpvar_40;
    10-23 15:47:06.891: D/Unity(12937): mediump vec3 diffColor_44;
    10-23 15:47:06.891: D/Unity(12937): diffColor_44 = tmpvar_36;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_36 = diffColor_44;
    10-23 15:47:06.891: D/Unity(12937): mediump vec3 diffColor_45;
    10-23 15:47:06.891: D/Unity(12937): diffColor_45 = tmpvar_36;
    10-23 15:47:06.891: D/Unity(12937): mediump vec3 specColor_46;
    10-23 15:47:06.891: D/Unity(12937): specColor_46 = tmpvar_13;
    10-23 15:47:06.891: D/Unity(12937): mediump vec3 normal_47;
    10-23 15:47:06.891: D/Unity(12937): normal_47 = tmpvar_39;
    10-23 15:47:06.891: D/Unity(12937): mediump vec3 tmpvar_48;
    10-23 15:47:06.891: D/Unity(12937): mediump vec3 inVec_49;
    10-23 15:47:06.891: D/Unity(12937): inVec_49 = (tmpvar_4 + viewDir_37);
    10-23 15:47:06.891: D/Unity(12937): tmpvar_48 = (inVec_49 * inversesqrt(max (0.001,
    10-23 15:47:06.891: D/Unity(12937): dot (inVec_49, inVec_49)
    10-23 15:47:06.891: D/Unity(12937): )));
    10-23 15:47:06.891: D/Unity(12937): mediump float tmpvar_50;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_50 = max (0.0, dot (tmpvar_4, tmpvar_48));
    10-23 15:47:06.891: D/Unity(12937): mediump float tmpvar_51;
    10-23 15:47:06.891: D/Unity(12937): mediump float tmpvar_52;
    10-23 15:47:06.891: D/Unity(12937): tmpvar_52 = max ((10.0 / log2(
    10-23 15:47:06.891: D/Unity(12937): (((1.0 - tmpvar_33) * 0.968) + 0.03)
    10-23 15:47:06.891: D/Unity(12937): )), -255.937);
    10-23 15:47:06.891: D/Unity(12937): tmpvar_51 = (tmpvar_52 * tmpvar_52);
    10-23 15:47:06.891: D/Unity(12937): mediump float x_53;
    10-23 15:47:06.891: D/Unity(12937): x_53 = (1.0 - max (0.0, dot (normal_47, viewDir_37)));
    10-23 15:47:06.891: D/Unity(12937): c_38.xyz = (((
    10-23 15:47:06.891: D/Unity(12937): ((diffColor_45 + (clamp (
    10-23 15:47:06.891: D/Unity(12937): (((tmpvar_51 + 1.0) * pow (max (0.0,
    10-23 15:47:06.891: D/Unity(12937): dot (normal_47, tmpvar_48)
    10-23 15:47:06.891: D/Unity(12937): ), tmpvar_51)) / (((unity_LightGammaCorrectionConsts.z *
    10-23 15:47:06.891: D/Unity(12937): (((tmpvar_50 * tmpvar_50) * _Glossiness) + (tmpvar_33 * tmpvar_33))
    10-23 15:47:06.891: D/Unity(12937): ) * tmpvar_50) + 0.0001))
    10-23 15:47:06.891: D/Unity(12937): , 0.0, 100.0) * specColor_46)) * tmpvar_3)
    10-23 15:47:06.891: D/Unity(12937): *
    10-23 15:47:06.891: D/Unity(12937): max (0.0, dot (normal_25, tmpvar_4))
    10-23 15:47:06.891: D/Unity(12937): ) + (tmpvar_28 * diffColor_45)) + ((
    10-23 15:47:06.891: D/Unity(12937): ((hdr_31.x * tmpvar_35.w) * tmpvar_35.xyz)
    10-23 15:47:06.891: D/Unity(12937): * tmpvar_14) * mix (specColor_46, vec3(
    10-23 15:47:06.891: D/Unity(12937): clamp ((_Glossiness + (1.0 - oneMinusReflectivity_43)), 0.0, 1.0)
    10-23 15:47:06.891: D/Unity(12937): ), vec3(
    10-23 15:47:06.891: D/Unity(12937): ((x_53 * x_53) * (x_53 * x_53))
    10-23 15:47:06.891: D/Unity(12937): ))));
    10-23 15:47:06.891: D/Unity(12937): c_38.w = 1.0;
    10-23 15:47:06.891: D/Unity(12937): c_6 = c_38;
    10-23 15:47:06.891: D/Unity(12937): c_6.xyz = c_6.xyz;
    10-23 15:47:06.891: D/Unity(12937): c_6.w = 1.0;
    10-23 15:47:06.891: D/Unity(12937): gl_FragData[0] = c_6;
    10-23 15:47:06.891: D/Unity(12937): }
    10-23 15:47:06.891: D/Unity(12937): -------- failed compiling:
    10-23 15:47:06.891: D/Unity(12937): fragment evaluation shader
    10-23 15:47:06.891: D/Unity(12937): -------- GLSL error:
    10-23 15:47:06.891: D/Unity(12937): Compile failed.
    10-23 15:47:06.891: D/Unity(12937): ERROR: 0:8: 'textureCubeLodEXT' : no matching overloaded function found
    10-23 15:47:06.891: D/Unity(12937): ERROR: 0:8: 'return' : function return is not matching type
    10-23 15:47:06.891: D/Unity(12937): ERROR: 2 compilation errors. No code generated.
    10-23 15:47:06.891: D/Unity(12937): textureCubeLodEXT or textureCubeGradEXT usage detected.
    10-23 15:47:06.891: D/Unity(12937): GL_EXT_shader_texture_lod extension is buggy on PowerVR drivers.
    10-23 15:47:06.891: D/Unity(12937): replacing textureCubeLodEXT->textureCubeLod and textureCubeGradEXT->textureCubeGradARB as a workaround.
    10-23 15:47:06.946: D/Unity(12937): -------- Shader compilation failed
    10-23 15:47:06.946: D/Unity(12937): #version 100
    10-23 15:47:06.946: D/Unity(12937): #extension GL_EXT_shader_texture_lod : enable
    10-23 15:47:06.946: D/Unity(12937): lowp vec4 impl_low_textureCubeLodEXT(lowp samplerCube sampler, highp vec3 coord, mediump float lod)
    10-23 15:47:06.946: D/Unity(12937): {
    10-23 15:47:06.946: D/Unity(12937): #if defined(GL_EXT_shader_texture_lod)
    10-23 15:47:06.946: D/Unity(12937): return textureCubeLodEXT(sampler, coord, lod);
    10-23 15:47:06.946: D/Unity(12937): #else
    10-23 15:47:06.946: D/Unity(12937): return textureCube(sampler, coord, lod);
    10-23 15:47:06.946: D/Unity(12937): #endif
    10-23 15:47:06.946: D/Unity(12937): }
    10-23 15:47:06.946: D/Unity(12937): uniform highp vec3 _WorldSpaceCameraPos;
    10-23 15:47:06.946: D/Unity(12937): uniform mediump vec4 _WorldSpaceLightPos0;
    10-23 15:47:06.946: D/Unity(12937): uniform mediump vec4 unity_SHAr;
    10-23 15:47:06.946: D/Unity(12937): uniform mediump vec4 unity_SHAg;
    10-23 15:47:06.946: D/Unity(12937): uniform mediump vec4 unity_SHAb;
    10-23 15:47:06.946: D/Unity(12937): uniform lowp samplerCube unity_SpecCube0;
    10-23 15:47:06.946: D/Unity(12937): uniform mediump vec4 unity_SpecCube0_HDR;
    10-23 15:47:06.946: D/Unity(12937): uniform mediump vec4 unity_ColorSpaceDielectricSpec;
    10-23 15:47:06.946: D/Unity(12937): uniform lowp vec4 _LightColor0;
    10-23 15:47:06.946: D/Unity(12937): uniform mediump vec4 unity_LightGammaCorrectionConsts;
    10-23 15:47:06.946: D/Unity(12937): uniform sampler2D _MainTex;
    10-23 15:47:06.946: D/Unity(12937): uniform sampler2D _NormalTex;
    10-23 15:47:06.946: D/Unity(12937): uniform sampler2D _AOTex;
    10-23 15:47:06.946: D/Unity(12937): uniform mediump float _Glossiness;
    10-23 15:47:06.946: D/Unity(12937): uniform mediump float _Metallic;
    10-23 15:47:06.946: D/Unity(12937): uniform lowp vec4 _Color;
    10-23 15:47:06.946: D/Unity(12937): varying highp vec2 xlv_TEXCOORD0;
    10-23 15:47:06.946: D/Unity(12937): varying highp vec4 xlv_TEXCOORD1;
    10-23 15:47:06.946: D/Unity(12937): varying highp vec4 xlv_TEXCOORD2;
    10-23 15:47:06.946: D/Unity(12937): varying highp vec4 xlv_TEXCOORD3;
    10-23 15:47:06.946: D/Unity(12937): varying mediump vec3 xlv_TEXCOORD4;
    10-23 15:47:06.946: D/Unity(12937): void main ()
    10-23 15:47:06.946: D/Unity(12937): {
    10-23 15:47:06.946: D/Unity(12937): mediump vec3 tmpvar_1;
    10-23 15:47:06.946: D/Unity(12937): highp vec4 tmpvar_2;
    10-23 15:47:06.946: D/Unity(12937): mediump vec3 tmpvar_3;
    10-23 15:47:06.946: D/Unity(12937): mediump vec3 tmpvar_4;
    10-23 15:47:06.946: D/Unity(12937): lowp vec3 worldN_5;
    10-23 15:47:06.946: D/Unity(12937): lowp vec4 c_6;
    10-23 15:47:06.946: D/Unity(12937): lowp vec3 worldViewDir_7;
    10-23 15:47:06.946: D/Unity(12937): lowp vec3 lightDir_8;
    10-23 15:47:06.946: D/Unity(12937): highp vec3 tmpvar_9;
    10-23 15:47:06.946: D/Unity(12937): tmpvar_9.x = xlv_TEXCOORD1.w;
    10-23 15:47:06.946: D/Unity(12937): tmpvar_9.y = xlv_TEXCOORD2.w;
    10-23 15:47:06.946: D/Unity(12937): tmpvar_9.z = xlv_TEXCOORD3.w;
    10-23 15:47:06.946: D/Unity(12937): mediump vec3 tmpvar_10;
    10-23 15:47:06.946: D/Unity(12937): tmpvar_10 = _WorldSpaceLightPos0.xyz;
    10-23 15:47:06.946: D/Unity(12937): lightDir_8 = tmpvar_10;
    10-23 15:47:06.946: D/Unity(12937): highp vec3 tmpvar_11;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_11 = normalize((_WorldSpaceCameraPos - tmpvar_9));
    10-23 15:47:06.951: D/Unity(12937): worldViewDir_7 = tmpvar_11;
    10-23 15:47:06.951: D/Unity(12937): lowp vec3 tmpvar_12;
    10-23 15:47:06.951: D/Unity(12937): mediump float tmpvar_13;
    10-23 15:47:06.951: D/Unity(12937): highp vec4 Color_14;
    10-23 15:47:06.951: D/Unity(12937): lowp vec4 tmpvar_15;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_15 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color);
    10-23 15:47:06.951: D/Unity(12937): Color_14 = tmpvar_15;
    10-23 15:47:06.951: D/Unity(12937): lowp vec3 tmpvar_16;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_16 = normalize(((texture2D (_NormalTex, xlv_TEXCOORD0).xyz * vec3(2.0, 2.0, 2.0)) - vec3(1.0, 1.0, 1.0)));
    10-23 15:47:06.951: D/Unity(12937): lowp vec4 tmpvar_17;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_17 = texture2D (_AOTex, xlv_TEXCOORD0);
    10-23 15:47:06.951: D/Unity(12937): tmpvar_13 = tmpvar_17.x;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_12 = Color_14.xyz;
    10-23 15:47:06.951: D/Unity(12937): highp float tmpvar_18;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_18 = dot (xlv_TEXCOORD1.xyz, tmpvar_16);
    10-23 15:47:06.951: D/Unity(12937): worldN_5.x = tmpvar_18;
    10-23 15:47:06.951: D/Unity(12937): highp float tmpvar_19;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_19 = dot (xlv_TEXCOORD2.xyz, tmpvar_16);
    10-23 15:47:06.951: D/Unity(12937): worldN_5.y = tmpvar_19;
    10-23 15:47:06.951: D/Unity(12937): highp float tmpvar_20;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_20 = dot (xlv_TEXCOORD3.xyz, tmpvar_16);
    10-23 15:47:06.951: D/Unity(12937): worldN_5.z = tmpvar_20;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_3 = _LightColor0.xyz;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_4 = lightDir_8;
    10-23 15:47:06.951: D/Unity(12937): mediump vec3 normal_21;
    10-23 15:47:06.951: D/Unity(12937): normal_21 = worldN_5;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_1 = worldViewDir_7;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_2 = unity_SpecCube0_HDR;
    10-23 15:47:06.951: D/Unity(12937): mediump vec3 I_22;
    10-23 15:47:06.951: D/Unity(12937): I_22 = -(tmpvar_1);
    10-23 15:47:06.951: D/Unity(12937): mediump vec3 normalWorld_23;
    10-23 15:47:06.951: D/Unity(12937): normalWorld_23 = worldN_5;
    10-23 15:47:06.951: D/Unity(12937): mediump vec3 tmpvar_24;
    10-23 15:47:06.951: D/Unity(12937): mediump vec4 tmpvar_25;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_25.w = 1.0;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_25.xyz = normalWorld_23;
    10-23 15:47:06.951: D/Unity(12937): mediump vec3 x1_26;
    10-23 15:47:06.951: D/Unity(12937): x1_26.x = dot (unity_SHAr, tmpvar_25);
    10-23 15:47:06.951: D/Unity(12937): x1_26.y = dot (unity_SHAg, tmpvar_25);
    10-23 15:47:06.951: D/Unity(12937): x1_26.z = dot (unity_SHAb, tmpvar_25);
    10-23 15:47:06.951: D/Unity(12937): tmpvar_24 = (xlv_TEXCOORD4 + x1_26);
    10-23 15:47:06.951: D/Unity(12937): tmpvar_24 = (tmpvar_24 * tmpvar_13);
    10-23 15:47:06.951: D/Unity(12937): mediump vec4 hdr_27;
    10-23 15:47:06.951: D/Unity(12937): hdr_27 = tmpvar_2;
    10-23 15:47:06.951: D/Unity(12937): mediump vec4 tmpvar_28;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_28.xyz = (I_22 - (2.0 * (
    10-23 15:47:06.951: D/Unity(12937): dot (worldN_5, I_22)
    10-23 15:47:06.951: D/Unity(12937): * worldN_5)));
    10-23 15:47:06.951: D/Unity(12937): mediump float tmpvar_29;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_29 = (1.0 - _Glossiness);
    10-23 15:47:06.951: D/Unity(12937): tmpvar_28.w = (pow (tmpvar_29, 0.75) * 7.0);
    10-23 15:47:06.951: D/Unity(12937): lowp vec4 tmpvar_30;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_30 = impl_low_textureCubeLodEXT (unity_SpecCube0, tmpvar_28.xyz, tmpvar_28.w);
    10-23 15:47:06.951: D/Unity(12937): mediump vec4 tmpvar_31;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_31 = tmpvar_30;
    10-23 15:47:06.951: D/Unity(12937): lowp vec3 tmpvar_32;
    10-23 15:47:06.951: D/Unity(12937): mediump vec3 viewDir_33;
    10-23 15:47:06.951: D/Unity(12937): viewDir_33 = worldViewDir_7;
    10-23 15:47:06.951: D/Unity(12937): mediump vec4 c_34;
    10-23 15:47:06.951: D/Unity(12937): lowp vec3 tmpvar_35;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_35 = normalize(worldN_5);
    10-23 15:47:06.951: D/Unity(12937): mediump vec3 tmpvar_36;
    10-23 15:47:06.951: D/Unity(12937): mediump vec3 albedo_37;
    10-23 15:47:06.951: D/Unity(12937): albedo_37 = tmpvar_12;
    10-23 15:47:06.951: D/Unity(12937): mediump vec3 tmpvar_38;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_38 = mix (unity_ColorSpaceDielectricSpec.xyz, albedo_37, vec3(_Metallic));
    10-23 15:47:06.951: D/Unity(12937): mediump float tmpvar_39;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_39 = (unity_ColorSpaceDielectricSpec.w - (_Metallic * unity_ColorSpaceDielectricSpec.w));
    10-23 15:47:06.951: D/Unity(12937): tmpvar_36 = (albedo_37 * tmpvar_39);
    10-23 15:47:06.951: D/Unity(12937): tmpvar_32 = tmpvar_36;
    10-23 15:47:06.951: D/Unity(12937): mediump vec3 diffColor_40;
    10-23 15:47:06.951: D/Unity(12937): diffColor_40 = tmpvar_32;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_32 = diffColor_40;
    10-23 15:47:06.951: D/Unity(12937): mediump vec3 diffColor_41;
    10-23 15:47:06.951: D/Unity(12937): diffColor_41 = tmpvar_32;
    10-23 15:47:06.951: D/Unity(12937): mediump vec3 normal_42;
    10-23 15:47:06.951: D/Unity(12937): normal_42 = tmpvar_35;
    10-23 15:47:06.951: D/Unity(12937): mediump vec3 tmpvar_43;
    10-23 15:47:06.951: D/Unity(12937): mediump vec3 inVec_44;
    10-23 15:47:06.951: D/Unity(12937): inVec_44 = (tmpvar_4 + viewDir_33);
    10-23 15:47:06.951: D/Unity(12937): tmpvar_43 = (inVec_44 * inversesqrt(max (0.001,
    10-23 15:47:06.951: D/Unity(12937): dot (inVec_44, inVec_44)
    10-23 15:47:06.951: D/Unity(12937): )));
    10-23 15:47:06.951: D/Unity(12937): mediump float tmpvar_45;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_45 = max (0.0, dot (tmpvar_4, tmpvar_43));
    10-23 15:47:06.951: D/Unity(12937): mediump float tmpvar_46;
    10-23 15:47:06.951: D/Unity(12937): mediump float tmpvar_47;
    10-23 15:47:06.951: D/Unity(12937): tmpvar_47 = max ((10.0 / log2(
    10-23 15:47:06.951: D/Unity(12937): (((1.0 - tmpvar_29) * 0.968) + 0.03)
    10-23 15:47:06.951: D/Unity(12937): )), -255.937);
    10-23 15:47:06.951: D/Unity(12937): tmpvar_46 = (tmpvar_47 * tmpvar_47);
    10-23 15:47:06.951: D/Unity(12937): mediump float x_48;
    10-23 15:47:06.951: D/Unity(12937): x_48 = (1.0 - max (0.0, dot (normal_42, viewDir_33)));
    10-23 15:47:06.951: D/Unity(12937): c_34.xyz = (((
    10-23 15:47:06.951: D/Unity(12937): ((diffColor_41 + (clamp (
    10-23 15:47:06.951: D/Unity(12937): (((tmpvar_46 + 1.0) * pow (max (0.0,
    10-23 15:47:06.951: D/Unity(12937): dot (normal_42, tmpvar_43)
    10-23 15:47:06.951: D/Unity(12937): ), tmpvar_46)) / (((unity_LightGammaCorrectionConsts.z *
    10-23 15:47:06.951: D/Unity(12937): (((tmpvar_45 * tmpvar_45) * _Glossiness) + (tmpvar_29 * tmpvar_29))
    10-23 15:47:06.951: D/Unity(12937): ) * tmpvar_45) + 0.0001))
    10-23 15:47:06.951: D/Unity(12937): , 0.0, 100.0) * tmpvar_38)) * tmpvar_3)
    10-23 15:47:06.951: D/Unity(12937): *
    10-23 15:47:06.951: D/Unity(12937): max (0.0, dot (normal_21, tmpvar_4))
    10-23 15:47:06.951: D/Unity(12937): ) + (tmpvar_24 * diffColor_41)) + ((
    10-23 15:47:06.951: D/Unity(12937): ((hdr_27.x * tmpvar_31.w) * tmpvar_31.xyz)
    10-23 15:47:06.951: D/Unity(12937): * tmpvar_13) * mix (tmpvar_38, vec3(
    10-23 15:47:06.951: D/Unity(12937): clamp ((_Glossiness + (1.0 - tmpvar_39)), 0.0, 1.0)
    10-23 15:47:06.951: D/Unity(12937): ), vec3(
    10-23 15:47:06.951: D/Unity(12937): ((x_48 * x_48) * (x_48 * x_48))
    10-23 15:47:06.951: D/Unity(12937): ))));
    10-23 15:47:06.951: D/Unity(12937): c_34.w = 1.0;
    10-23 15:47:06.951: D/Unity(12937): c_6 = c_34;
    10-23 15:47:06.951: D/Unity(12937): c_6.xyz = c_6.xyz;
    10-23 15:47:06.951: D/Unity(12937): c_6.w = 1.0;
    10-23 15:47:06.951: D/Unity(12937): gl_FragData[0] = c_6;
    10-23 15:47:06.951: D/Unity(12937): }
    10-23 15:47:06.951: D/Unity(12937): -------- failed compiling:
    10-23 15:47:06.951: D/Unity(12937): fragment evaluation shader
    10-23 15:47:06.951: D/Unity(12937): -------- GLSL error:
    10-23 15:47:06.951: D/Unity(12937): Compile failed.
    10-23 15:47:06.951: D/Unity(12937): ERROR: 0:8: 'textureCubeLodEXT' : no matching overloaded function found
    10-23 15:47:06.951: D/Unity(12937): ERROR: 0:8: 'return' : function return is not matching type
    10-23 15:47:06.951: D/Unity(12937): ERROR: 2 compilation errors. No code generated.
    10-23 15:47:06.951: D/Unity(12937): textureCubeLodEXT or textureCubeGradEXT usage detected.
    10-23 15:47:06.951: D/Unity(12937): GL_EXT_shader_texture_lod extension is buggy on PowerVR drivers.
    10-23 15:47:06.951: D/Unity(12937): replacing textureCubeLodEXT->textureCubeLod and textureCubeGradEXT->textureCubeGradARB as a workaround.
    10-23 15:47:06.976: D/Unity(12937): -------- Shader compilation failed
    10-23 15:47:06.976: D/Unity(12937): #version 100
    10-23 15:47:06.976: D/Unity(12937): #extension GL_EXT_shader_texture_lod : enable
    10-23 15:47:06.976: D/Unity(12937): lowp vec4 impl_low_textureCubeLodEXT(lowp samplerCube sampler, highp vec3 coord, mediump float lod)
    10-23 15:47:06.976: D/Unity(12937): {
    10-23 15:47:06.976: D/Unity(12937): #if defined(GL_EXT_shader_texture_lod)
    10-23 15:47:06.976: D/Unity(12937): return textureCubeLodEXT(sampler, coord, lod);
    10-23 15:47:06.976: D/Unity(12937): #else
    10-23 15:47:06.976: D/Unity(12937): return textureCube(sampler, coord, lod);
    10-23 15:47:06.976: D/Unity(12937): #endif
    10-23 15:47:06.976: D/Unity(12937): }
    10-23 15:47:06.976: D/Unity(12937): uniform highp vec3 _WorldSpaceCameraPos;
    10-23 15:47:06.976: D/Unity(12937): uniform highp vec4 _ProjectionParams;
    10-23 15:47:06.976: D/Unity(12937): uniform highp vec4 _ZBufferParams;
    10-23 15:47:06.976: D/Unity(12937): uniform lowp samplerCube unity_SpecCube0;
    10-23 15:47:06.976: D/Unity(12937): uniform highp vec4 unity_SpecCube0_BoxMax;
    10-23 15:47:06.976: D/Unity(12937): uniform highp vec4 unity_SpecCube0_BoxMin;
    10-23 15:47:06.976: D/Unity(12937): uniform mediump vec4 unity_SpecCube0_HDR;
    10-23 15:47:06.976: D/Unity(12937): uniform highp vec4 unity_SpecCube1_ProbePosition;
    10-23 15:47:06.976: D/Unity(12937): uniform highp sampler2D _CameraDepthTexture;
    10-23 15:47:06.976: D/Unity(12937): uniform highp mat4 _CameraToWorld;
    10-23 15:47:06.976: D/Unity(12937): uniform sampler2D _CameraGBufferTexture0;
    10-23 15:47:06.976: D/Unity(12937): uniform sampler2D _CameraGBufferTexture1;
    10-23 15:47:06.976: D/Unity(12937): uniform sampler2D _CameraGBufferTexture2;
    10-23 15:47:06.976: D/Unity(12937): varying highp vec4 xlv_TEXCOORD0;
    10-23 15:47:06.976: D/Unity(12937): varying highp vec3 xlv_TEXCOORD1;
    10-23 15:47:06.976: D/Unity(12937): void main ()
    10-23 15:47:06.976: D/Unity(12937): {
    10-23 15:47:06.976: D/Unity(12937): mediump vec3 worldNormalRefl_1;
    10-23 15:47:06.976: D/Unity(12937): mediump vec4 gbuffer2_2;
    10-23 15:47:06.976: D/Unity(12937): mediump vec4 gbuffer1_3;
    10-23 15:47:06.976: D/Unity(12937): mediump vec4 gbuffer0_4;
    10-23 15:47:06.976: D/Unity(12937): highp vec2 tmpvar_5;
    10-23 15:47:06.976: D/Unity(12937): tmpvar_5 = (xlv_TEXCOORD0.xy / xlv_TEXCOORD0.w);
    10-23 15:47:06.976: D/Unity(12937): highp vec4 tmpvar_6;
    10-23 15:47:06.976: D/Unity(12937): tmpvar_6.w = 1.0;
    10-23 15:47:06.976: D/Unity(12937): tmpvar_6.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/((
    10-23 15:47:06.976: D/Unity(12937): (_ZBufferParams.x * texture2D (_CameraDepthTexture, tmpvar_5).x)
    10-23 15:47:06.976: D/Unity(12937): + _ZBufferParams.y))));
    10-23 15:47:06.976: D/Unity(12937): highp vec3 tmpvar_7;
    10-23 15:47:06.976: D/Unity(12937): tmpvar_7 = (_CameraToWorld * tmpvar_6).xyz;
    10-23 15:47:06.976: D/Unity(12937): lowp vec4 tmpvar_8;
    10-23 15:47:06.976: D/Unity(12937): tmpvar_8 = texture2D (_CameraGBufferTexture0, tmpvar_5);
    10-23 15:47:06.976: D/Unity(12937): gbuffer0_4 = tmpvar_8;
    10-23 15:47:06.976: D/Unity(12937): lowp vec4 tmpvar_9;
    10-23 15:47:06.976: D/Unity(12937): tmpvar_9 = texture2D (_CameraGBufferTexture1, tmpvar_5);
    10-23 15:47:06.976: D/Unity(12937): gbuffer1_3 = tmpvar_9;
    10-23 15:47:06.976: D/Unity(12937): lowp vec4 tmpvar_10;
    10-23 15:47:06.976: D/Unity(12937): tmpvar_10 = texture2D (_CameraGBufferTexture2, tmpvar_5);
    10-23 15:47:06.976: D/Unity(12937): gbuffer2_2 = tmpvar_10;
    10-23 15:47:06.976: D/Unity(12937): mediump vec3 tmpvar_11;
    10-23 15:47:06.976: D/Unity(12937): tmpvar_11 = normalize(((gbuffer2_2.xyz * 2.0) - 1.0));
    10-23 15:47:06.976: D/Unity(12937): highp vec3 tmpvar_12;
    10-23 15:47:06.976: D/Unity(12937): tmpvar_12 = normalize((tmpvar_7 - _WorldSpaceCameraPos));
    10-23 15:47:06.976: D/Unity(12937): highp vec3 tmpvar_13;
    10-23 15:47:06.976: D/Unity(12937): tmpvar_13 = (tmpvar_12 - (2.0 * (
    10-23 15:47:06.976: D/Unity(12937): dot (tmpvar_11, tmpvar_12)
    10-23 15:47:06.976: D/Unity(12937): * tmpvar_11)));
    10-23 15:47:06.976: D/Unity(12937): worldNormalRefl_1 = tmpvar_13;
    10-23 15:47:06.976: D/Unity(12937): mediump vec4 tmpvar_14;
    10-23 15:47:06.976: D/Unity(12937): tmpvar_14.xyz = worldNormalRefl_1;
    10-23 15:47:06.976: D/Unity(12937): tmpvar_14.w = (pow ((1.0 - gbuffer1_3.w), 0.75) * 7.0);
    10-23 15:47:06.976: D/Unity(12937): lowp vec4 tmpvar_15;
    10-23 15:47:06.976: D/Unity(12937): tmpvar_15 = impl_low_textureCubeLodEXT (unity_SpecCube0, worldNormalRefl_1, tmpvar_14.w);
    10-23 15:47:06.976: D/Unity(12937): mediump vec4 tmpvar_16;
    10-23 15:47:06.976: D/Unity(12937): tmpvar_16 = tmpvar_15;
    10-23 15:47:06.976: D/Unity(12937): mediump vec3 viewDir_17;
    10-23 15:47:06.976: D/Unity(12937): viewDir_17 = -(tmpvar_12);
    10-23 15:47:06.976: D/Unity(12937): mediump float x_18;
    10-23 15:47:06.976: D/Unity(12937): x_18 = (1.0 - max (0.0, dot (tmpvar_11, viewDir_17)));
    10-23 15:47:06.976: D/Unity(12937): mediump vec4 tmpvar_19;
    10-23 15:47:06.976: D/Unity(12937): tmpvar_19.w = 1.0;
    10-23 15:47:06.976: D/Unity(12937): tmpvar_19.xyz = (((
    10-23 15:47:06.976: D/Unity(12937): (unity_SpecCube0_HDR.x * tmpvar_16.w)
    10-23 15:47:06.976: D/Unity(12937): * tmpvar_16.xyz) * gbuffer0_4.w) * mix (gbuffer1_3.xyz, vec3(clamp (
    10-23 15:47:06.976: D/Unity(12937): (gbuffer1_3.w + (1.0 - (1.0 - max (
    10-23 15:47:06.976: D/Unity(12937): max (gbuffer1_3.x, gbuffer1_3.y)
    10-23 15:47:06.976: D/Unity(12937): , gbuffer1_3.z))))
    10-23 15:47:06.976: D/Unity(12937): , 0.0, 1.0)), vec3((
    10-23 15:47:06.976: D/Unity(12937): (x_18 * x_18)
    10-23 15:47:06.976: D/Unity(12937): *
    10-23 15:47:06.976: D/Unity(12937): (x_18 * x_18)
    10-23 15:47:06.976: D/Unity(12937): ))));
    10-23 15:47:06.976: D/Unity(12937): mediump vec3 p_20;
    10-23 15:47:06.976: D/Unity(12937): p_20 = tmpvar_7;
    10-23 15:47:06.976: D/Unity(12937): mediump vec3 aabbMin_21;
    10-23 15:47:06.976: D/Unity(12937): aabbMin_21 = unity_SpecCube0_BoxMin.xyz;
    10-23 15:47:06.976: D/Unity(12937): mediump vec3 aabbMax_22;
    10-23 15:47:06.976: D/Unity(12937): aabbMax_22 = unity_SpecCube0_BoxMax.xyz;
    10-23 15:47:06.976: D/Unity(12937): mediump vec3 tmpvar_23;
    10-23 15:47:06.976: D/Unity(12937): tmpvar_23 = max (max ((p_20 - aabbMax_22), (aabbMin_21 - p_20)), vec3(0.0, 0.0, 0.0));
    10-23 15:47:06.976: D/Unity(12937): mediump float tmpvar_24;
    10-23 15:47:06.976: D/Unity(12937): tmpvar_24 = sqrt(dot (tmpvar_23, tmpvar_23));
    10-23 15:47:06.976: D/Unity(12937): mediump float tmpvar_25;
    10-23 15:47:06.976: D/Unity(12937): highp float tmpvar_26;
    10-23 15:47:06.976: D/Unity(12937): tmpvar_26 = clamp ((1.0 - (tmpvar_24 / unity_SpecCube1_ProbePosition.w)), 0.0, 1.0);
    10-23 15:47:06.976: D/Unity(12937): tmpvar_25 = tmpvar_26;
    10-23 15:47:06.976: D/Unity(12937): mediump vec4 tmpvar_27;
    10-23 15:47:06.976: D/Unity(12937): tmpvar_27.xyz = tmpvar_19.xyz;
    10-23 15:47:06.976: D/Unity(12937): tmpvar_27.w = tmpvar_25;
    10-23 15:47:06.976: D/Unity(12937): gl_FragData[0] = tmpvar_27;
    10-23 15:47:06.976: D/Unity(12937): }
    10-23 15:47:06.976: D/Unity(12937): -------- failed compiling:
    10-23 15:47:06.976: D/Unity(12937): fragment evaluation shader
    10-23 15:47:06.976: D/Unity(12937): -------- GLSL error:
    10-23 15:47:06.976: D/Unity(12937): Compile failed.
    10-23 15:47:06.976: D/Unity(12937): ERROR: 0:8: 'textureCubeLodEXT' : no matching overloaded function found
    10-23 15:47:06.976: D/Unity(12937): ERROR: 0:8: 'return' : function return is not matching type
    10-23 15:47:06.976: D/Unity(12937): ERROR: 2 compilation errors. No code generated.
    10-23 15:47:06.976: D/Unity(12937): textureCubeLodEXT or textureCubeGradEXT usage detected.
    10-23 15:47:06.976: D/Unity(12937): GL_EXT_shader_texture_lod extension is buggy on PowerVR drivers.
    10-23 15:47:06.976: D/Unity(12937): replacing textureCubeLodEXT->textureCubeLod and textureCubeGradEXT->textureCubeGradARB as a workaround.
    10-23 15:47:07.146: D/Unity(12937): WARNING: Shader
    10-23 15:47:07.146: D/Unity(12937): Unsupported: 'Standard (Specular setup)' - Pass 'FORWARD' has no vertex shader
    10-23 15:47:07.146: D/Unity(12937): WARNING: Shader
    10-23 15:47:07.146: D/Unity(12937): Unsupported: 'Standard (Specular setup)' - Pass 'FORWARD_DELTA' has no vertex shader
    10-23 15:47:07.146: D/Unity(12937): WARNING: Shader
    10-23 15:47:07.146: D/Unity(12937): Unsupported: 'Standard (Specular setup)' - Pass 'SHADOWCASTER' has no vertex shader
    10-23 15:47:07.146: D/Unity(12937): WARNING: Shader
    10-23 15:47:07.146: D/Unity(12937): Unsupported: 'Standard (Specular setup)' - All passes removed
    10-23 15:47:07.156: D/Unity(12937): -------- Shader compilation failed
    10-23 15:47:07.156: D/Unity(12937): #version 100
    10-23 15:47:07.156: D/Unity(12937): #extension GL_EXT_shader_texture_lod : enable
    10-23 15:47:07.156: D/Unity(12937): lowp vec4 impl_low_textureCubeLodEXT(lowp samplerCube sampler, highp vec3 coord, mediump float lod)
    10-23 15:47:07.156: D/Unity(12937): {
    10-23 15:47:07.156: D/Unity(12937): #if defined(GL_EXT_shader_texture_lod)
    10-23 15:47:07.156: D/Unity(12937): return textureCubeLodEXT(sampler, coord, lod);
    10-23 15:47:07.156: D/Unity(12937): #else
    10-23 15:47:07.156: D/Unity(12937): return textureCube(sampler, coord, lod);
    10-23 15:47:07.156: D/Unity(12937): #endif
    10-23 15:47:07.156: D/Unity(12937): }
    10-23 15:47:07.156: D/Unity(12937): uniform mediump vec4 _TexA_HDR;
    10-23 15:47:07.156: D/Unity(12937): uniform mediump vec4 _TexB_HDR;
    10-23 15:47:07.156: D/Unity(12937): uniform lowp samplerCube _TexA;
    10-23 15:47:07.156: D/Unity(12937): uniform lowp samplerCube _TexB;
    10-23 15:47:07.156: D/Unity(12937): uniform highp float _Level;
    10-23 15:47:07.156: D/Unity(12937): uniform highp float _value;
    10-23 15:47:07.156: D/Unity(12937): varying highp vec3 xlv_TEXCOORD0;
    10-23 15:47:07.156: D/Unity(12937): void main ()
    10-23 15:47:07.156: D/Unity(12937): {
    10-23 15:47:07.156: D/Unity(12937): mediump vec3 res_1;
    10-23 15:47:07.156: D/Unity(12937): mediump vec4 tmpvar_2;
    10-23 15:47:07.156: D/Unity(12937): lowp vec4 tmpvar_3;
    10-23 15:47:07.156: D/Unity(12937): tmpvar_3 = impl_low_textureCubeLodEXT (_TexA, xlv_TEXCOORD0, _Level);
    10-23 15:47:07.156: D/Unity(12937): tmpvar_2 = tmpvar_3;
    10-23 15:47:07.156: D/Unity(12937): mediump vec3 tmpvar_4;
    10-23 15:47:07.156: D/Unity(12937): tmpvar_4 = ((_TexA_HDR.x * tmpvar_2.w) * tmpvar_2.xyz);
    10-23 15:47:07.156: D/Unity(12937): mediump vec4 tmpvar_5;
    10-23 15:47:07.156: D/Unity(12937): lowp vec4 tmpvar_6;
    10-23 15:47:07.156: D/Unity(12937): tmpvar_6 = impl_low_textureCubeLodEXT (_TexB, xlv_TEXCOORD0, _Level);
    10-23 15:47:07.156: D/Unity(12937): tmpvar_5 = tmpvar_6;
    10-23 15:47:07.156: D/Unity(12937): mediump vec3 tmpvar_7;
    10-23 15:47:07.156: D/Unity(12937): tmpvar_7 = ((_TexB_HDR.x * tmpvar_5.w) * tmpvar_5.xyz);
    10-23 15:47:07.156: D/Unity(12937): highp vec3 tmpvar_8;
    10-23 15:47:07.156: D/Unity(12937): tmpvar_8 = mix (tmpvar_4, tmpvar_7, vec3(_value));
    10-23 15:47:07.156: D/Unity(12937): res_1 = tmpvar_8;
    10-23 15:47:07.156: D/Unity(12937): mediump vec4 tmpvar_9;
    10-23 15:47:07.156: D/Unity(12937): tmpvar_9.w = 1.0;
    10-23 15:47:07.156: D/Unity(12937): tmpvar_9.xyz = res_1;
    10-23 15:47:07.156: D/Unity(12937): gl_FragData[0] = tmpvar_9;
    10-23 15:47:07.156: D/Unity(12937): }
    10-23 15:47:07.156: D/Unity(12937): -------- failed compiling:
    10-23 15:47:07.156: D/Unity(12937): fragment evaluation shader
    10-23 15:47:07.156: D/Unity(12937): -------- GLSL error:
    10-23 15:47:07.156: D/Unity(12937): Compile failed.
    10-23 15:47:07.156: D/Unity(12937): ERROR: 0:8: 'textureCubeLodEXT' : no matching overloaded function found
    10-23 15:47:07.156: D/Unity(12937): ERROR: 0:8: 'return' : function return is not matching type
    10-23 15:47:07.156: D/Unity(12937): ERROR: 2 compilation errors. No code generated.
    10-23 15:47:07.156: D/Unity(12937): textureCubeLodEXT or textureCubeGradEXT usage detected.
    10-23 15:47:07.156: D/Unity(12937): GL_EXT_shader_texture_lod extension is buggy on PowerVR drivers.
    10-23 15:47:07.156: D/Unity(12937): replacing textureCubeLodEXT->textureCubeLod and textureCubeGradEXT->textureCubeGradARB as a workaround.
    10-23 15:47:07.161: D/Unity(12937): -------- Shader compilation failed
    10-23 15:47:07.161: D/Unity(12937): #version 100
    10-23 15:47:07.161: D/Unity(12937): #extension GL_EXT_shader_texture_lod : enable
    10-23 15:47:07.161: D/Unity(12937): lowp vec4 impl_low_textureCubeLodEXT(lowp samplerCube sampler, highp vec3 coord, mediump float lod)
    10-23 15:47:07.161: D/Unity(12937): {
    10-23 15:47:07.161: D/Unity(12937): #if defined(GL_EXT_shader_texture_lod)
    10-23 15:47:07.161: D/Unity(12937): return textureCubeLodEXT(sampler, coord, lod);
    10-23 15:47:07.161: D/Unity(12937): #else
    10-23 15:47:07.161: D/Unity(12937): return textureCube(sampler, coord, lod);
    10-23 15:47:07.161: D/Unity(12937): #endif
    10-23 15:47:07.161: D/Unity(12937): }
    10-23 15:47:07.161: D/Unity(12937): uniform lowp samplerCube _MainTex;
    10-23 15:47:07.161: D/Unity(12937): uniform mediump float _Level;
    10-23 15:47:07.161: D/Unity(12937): varying mediump vec4 xlv_TEXCOORD0;
    10-23 15:47:07.161: D/Unity(12937): void main ()
    10-23 15:47:07.161: D/Unity(12937): {
    10-23 15:47:07.161: D/Unity(12937): mediump vec4 tmpvar_1;
    10-23 15:47:07.161: D/Unity(12937): lowp vec4 tmpvar_2;
    10-23 15:47:07.161: D/Unity(12937): tmpvar_2 = impl_low_textureCubeLodEXT (_MainTex, xlv_TEXCOORD0.xyz, _Level);
    10-23 15:47:07.161: D/Unity(12937): tmpvar_1 = tmpvar_2;
    10-23 15:47:07.161: D/Unity(12937): gl_FragData[0] = tmpvar_1;
    10-23 15:47:07.161: D/Unity(12937): }
    10-23 15:47:07.161: D/Unity(12937): -------- failed compiling:
    10-23 15:47:07.161: D/Unity(12937): fragment evaluation shader
    10-23 15:47:07.161: D/Unity(12937): -------- GLSL error:
    10-23 15:47:07.161: D/Unity(12937): Compile failed.
    10-23 15:47:07.161: D/Unity(12937): ERROR: 0:8: 'textureCubeLodEXT' : no matching overloaded function found
    10-23 15:47:07.161: D/Unity(12937): ERROR: 0:8: 'return' : function return is not matching type
    10-23 15:47:07.161: D/Unity(12937): ERROR: 2 compilation errors. No code generated.
    10-23 15:47:07.161: D/Unity(12937): textureCubeLodEXT or textureCubeGradEXT usage detected.
    10-23 15:47:07.161: D/Unity(12937): GL_EXT_shader_texture_lod extension is buggy on PowerVR drivers.
    10-23 15:47:07.161: D/Unity(12937): replacing textureCubeLodEXT->textureCubeLod and textureCubeGradEXT->textureCubeGradARB as a workaround.
    10-23 15:47:07.166: D/Unity(12937): -------- Shader compilation failed
    10-23 15:47:07.166: D/Unity(12937): #version 100
    10-23 15:47:07.166: D/Unity(12937): #extension GL_EXT_shader_texture_lod : enable
    10-23 15:47:07.166: D/Unity(12937): lowp vec4 impl_low_textureCubeLodEXT(lowp samplerCube sampler, highp vec3 coord, mediump float lod)
    10-23 15:47:07.166: D/Unity(12937): {
    10-23 15:47:07.166: D/Unity(12937): #if defined(GL_EXT_shader_texture_lod)
    10-23 15:47:07.166: D/Unity(12937): return textureCubeLodEXT(sampler, coord, lod);
    10-23 15:47:07.166: D/Unity(12937): #else
    10-23 15:47:07.166: D/Unity(12937): return textureCube(sampler, coord, lod);
    10-23 15:47:07.166: D/Unity(12937): #endif
    10-23 15:47:07.166: D/Unity(12937): }
    10-23 15:47:07.166: D/Unity(12937): uniform highp float _Level;
    10-23 15:47:07.166: D/Unity(12937): uniform lowp samplerCube _MainTex;
    10-23 15:47:07.166: D/Unity(12937): varying highp vec4 xlv_TEXCOORD0;
    10-23 15:47:07.166: D/Unity(12937): void main ()
    10-23 15:47:07.166: D/Unity(12937): {
    10-23 15:47:07.166: D/Unity(12937): highp vec4 tmpvar_1;
    10-23 15:47:07.166: D/Unity(12937): lowp vec4 tmpvar_2;
    10-23 15:47:07.166: D/Unity(12937): tmpvar_2 = impl_low_textureCubeLodEXT (_MainTex, xlv_TEXCOORD0.xyz, _Level);
    10-23 15:47:07.166: D/Unity(12937): tmpvar_1 = tmpvar_2;
    10-23 15:47:07.166: D/Unity(12937): gl_FragData[0] = tmpvar_1;
    10-23 15:47:07.166: D/Unity(12937): }
    10-23 15:47:07.166: D/Unity(12937): -------- failed compiling:
    10-23 15:47:07.166: D/Unity(12937): fragment evaluation shader
    10-23 15:47:07.166: D/Unity(12937): -------- GLSL error:
    10-23 15:47:07.166: D/Unity(12937): Compile failed.
    10-23 15:47:07.166: D/Unity(12937): ERROR: 0:8: 'textureCubeLodEXT' : no matching overloaded function found
    10-23 15:47:07.166: D/Unity(12937): ERROR: 0:8: 'return' : function return is not matching type
    10-23 15:47:07.166: D/Unity(12937): ERROR: 2 compilation errors. No code generated.
    10-23 15:47:07.166: D/Unity(12937): textureCubeLodEXT or textureCubeGradEXT usage detected.
    10-23 15:47:07.166: D/Unity(12937): GL_EXT_shader_texture_lod extension is buggy on PowerVR drivers.
    10-23 15:47:07.166: D/Unity(12937): replacing textureCubeLodEXT->textureCubeLod and textureCubeGradEXT->textureCubeGradARB as a workaround.

    Most objects render correctly though, but the ones that need alpha testing are rendered as if there's no discard in the shader.

    I'm using Unity 5.2.1 btw.
     
  2. nicloay

    nicloay

    Joined:
    Jul 11, 2012
    Posts:
    535
    I've got similar error. did you find what is a reason of this ?
     
  3. _xal_

    _xal_

    Joined:
    May 31, 2014
    Posts:
    1
    Happens to me too, some materials don't receive effect from light on android.
    Unity 5.2.2 (Android Nexus S)
     
  4. Dantus

    Dantus

    Joined:
    Oct 21, 2009
    Posts:
    5,667
    Did you submit a bug report? If yes, what's the case number?
     
  5. BrianND

    BrianND

    Joined:
    May 14, 2015
    Posts:
    79
    Looks like the s4 is complaining about TexCubeLOD function. Those are used to control roughness /smoothness on the standard shaders. Maybe just replace anything that uses standard shader with something more simple but I guess it's a Unity bug.
     
  6. ciprian_facerig

    ciprian_facerig

    Joined:
    Mar 25, 2015
    Posts:
    34
    I think the problem is that textureCUBElod is used in a macro and I think under GLES2 it's a reserved keyword which mustn't appear anywhere in the shader source. So unless they change how shaders are generated I don't see this going away anytime soon.
     
  7. roger-wang

    roger-wang

    Joined:
    Jun 8, 2013
    Posts:
    11
    i have same problem:
    S4 android device + Unity 5.2.3
     
  8. tungchengvn

    tungchengvn

    Joined:
    Sep 30, 2014
    Posts:
    13
    i have same problem when upgrade my project from Unity 4.6 to Unity 5.2
    The game FPS go down from 60 (Unity 4.6) to 20 (Unity 5.2).
    I can fix the fps if I change all Sprite-Default material to custom material with Legacy shader, but it will cost long time.

    I'm looking for another solution to fix it from the shader compilation.