Android build : SubTarget not recognized : ETC2

Hi,

I’m getting this log line in the Editor log after building for Android with the Texture Compression set to ETC2 (GLES 3.0):

SubTarget not recognized : ETC2
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:LogWarning(Object)
UnityEditor.Android.PostProcessAndroidPlayer:CreateSupportsTextureElem(AndroidManifest, AndroidBuildSubtarget) (at C:\BuildAgent\work\cac08d8a5e25d4cb\Editor\Mono\BuildPipeline\PostProcessAndroidPlayer.cs:1172)
UnityEditor.Android.PostProcessAndroidPlayer:PatchManifest(String, String, Boolean, Single) (at C:\BuildAgent\work\cac08d8a5e25d4cb\Editor\Mono\BuildPipeline\PostProcessAndroidPlayer.cs:1401)
UnityEditor.Android.PostProcessAndroidPlayer:PostProcessInternal(BuildTarget, String, String, String, String, String, String, BuildOptions) (at C:\BuildAgent\work\cac08d8a5e25d4cb\Editor\Mono\BuildPipeline\PostProcessAndroidPlayer.cs:296)
UnityEditor.Android.PostProcessAndroidPlayer:PostProcess(BuildTarget, String, String, String, String, String, String, BuildOptions) (at C:\BuildAgent\work\cac08d8a5e25d4cb\Editor\Mono\BuildPipeline\PostProcessAndroidPlayer.cs:239)
UnityEditor.PostprocessBuildPlayer:Postprocess(BuildTarget, String, String, String, Int32, Int32, String, String, BuildOptions, RuntimeClassRegistry) (at C:\BuildAgent\work\cac08d8a5e25d4cb\Editor\Mono\BuildPipeline\PostprocessBuildPlayer.cs:357)
UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[ ], String, BuildTarget, BuildOptions, Boolean)
UnityEditor.BuildPlayerWindow:BuildPlayerWithDefaultSettings(Boolean, BuildOptions, Boolean) (at C:\BuildAgent\work\cac08d8a5e25d4cb\Editor\Mono\BuildPlayerWindow.cs:714)
UnityEditor.BuildPlayerWindow:BuildPlayerWithDefaultSettings(Boolean, BuildOptions) (at C:\BuildAgent\work\cac08d8a5e25d4cb\Editor\Mono\BuildPlayerWindow.cs:547)
UnityEditor.BuildPlayerWindow:GUIBuildButtons(Boolean, Boolean, Boolean, BuildPlatform) (at C:\BuildAgent\work\cac08d8a5e25d4cb\Editor\Mono\BuildPlayerWindow.cs:1517)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings() (at C:\BuildAgent\work\cac08d8a5e25d4cb\Editor\Mono\BuildPlayerWindow.cs:1485)
UnityEditor.BuildPlayerWindow:OnGUI() (at C:\BuildAgent\work\cac08d8a5e25d4cb\Editor\Mono\BuildPlayerWindow.cs:1105)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[ ], Exception)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[ ], CultureInfo) (at /Applications/buildAgent/work/c514da0c8183631c/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[ ]) (at /Applications/buildAgent/work/c514da0c8183631c/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView:Invoke(String, Object) (at C:\BuildAgent\work\cac08d8a5e25d4cb\Editor\Mono\GUI\DockArea.cs:234)
UnityEditor.HostView:Invoke(String) (at C:\BuildAgent\work\cac08d8a5e25d4cb\Editor\Mono\GUI\DockArea.cs:227)
UnityEditor.HostView:OnGUI() (at C:\BuildAgent\work\cac08d8a5e25d4cb\Editor\Mono\GUI\DockArea.cs:120)

My app crashes after loading. Has anyone else been able to target ETC2 texture compression successfully?

Same thing here. My app does not crash but does not render shader.