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Shader error in 'Nature/Terrain/Standard': maximum ps_5_0 sampler register index (16) on Android

Discussion in 'Editor & General Support' started by RSH1, May 13, 2022.

  1. RSH1

    RSH1

    Joined:
    Jul 9, 2012
    Posts:
    256
    I'm getting the following errors while trying to build for Android on 2021.3.2f1

    Code (CSharp):
    1. Shader error in 'Nature/Terrain/Standard': maximum ps_5_0 sampler register index (16) exceeded at Files/Unity/Hub/Editor/2021.3.2f1/Editor/Data/CGIncludes/TerrainSplatmapCommon.cginc(62) (on gles3)
    2.  
    3. Compiling Subshader: 0, Pass: FORWARD, Vertex program with DIRECTIONAL DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON INSTANCING_ON LIGHTMAP_ON SHADOWS_SCREEN SHADOWS_SHADOWMASK _ALPHATEST_ON _NORMALMAP
    4. Platform defines: SHADER_API_GLES30 SHADER_API_MOBILE UNITY_COLORSPACE_GAMMA UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HARDWARE_TIER1 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PASS_FORWARDBASE UNITY_PBS_USE_BRDF3
    5. Disabled keywords: FOG_EXP FOG_EXP2 FOG_LINEAR LIGHTMAP_SHADOW_MIXING LIGHTPROBE_SH UNITY_ASTC_NORMALMAP_ENCODING UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 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_BRDF2 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 VERTEXLIGHT_ON
    6.  
    Code (CSharp):
    1. Shader error in 'Hidden/TerrainEngine/Splatmap/Standard-AddPass': maximum ps_5_0 sampler register index (16) exceeded at Files/Unity/Hub/Editor/2021.3.2f1/Editor/Data/CGIncludes/TerrainSplatmapCommon.cginc(62) (on gles3)
    2.  
    3. Compiling Subshader: 0, Pass: FORWARD, Vertex program with DIRECTIONAL DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON INSTANCING_ON LIGHTMAP_ON SHADOWS_SCREEN SHADOWS_SHADOWMASK _ALPHATEST_ON _NORMALMAP
    4. Platform defines: SHADER_API_GLES30 SHADER_API_MOBILE UNITY_COLORSPACE_GAMMA UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HARDWARE_TIER1 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PASS_FORWARDBASE UNITY_PBS_USE_BRDF3
    5. Disabled keywords: FOG_EXP FOG_EXP2 FOG_LINEAR LIGHTMAP_SHADOW_MIXING LIGHTPROBE_SH UNITY_ASTC_NORMALMAP_ENCODING UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 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_BRDF2 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 VERTEXLIGHT_ON
    6.  
    I'm using 2021.3.2f1 and it's a brand new, flat terrain made using this version. Here are my build settings:

    upload_2022-5-13_14-51-52.png

    What is the problem here and how can it be solved?