App crashes on start after build with Unity 2019.2.9f1

Hello. The game stopped to work after update to unity 2019.2.9f1. Build is successful but the game crashes on start. Both android and iOS has the same error.
This is the problem on Mac OS Catalina. The android build on Windows is working.

The adb log:

--------- beginning of system
--------- beginning of main
D/Unity   ( 3281): CommandLine:
I/Unity   ( 3281): onResume
D/Unity   ( 3281): SetWindow 0 0xef64df08
D/Unity   ( 3281): SetWindow 0 0xef64df08
I/Unity   ( 3281): windowFocusChanged: true
D/Unity   ( 3281): Unity systrace disabled: failed to load native tracing API
D/Unity   ( 3281): SystemInfo CPU = Intel x86 SSE3, Cores = 4, Memory = 2003mb at ./PlatformDependent/AndroidPlayer/Source/EntryPoint.cpp:569 (4, 0, 0)
I/Unity   ( 3281): SystemInfo CPU = Intel x86 SSE3, Cores = 4, Memory = 2003mb
D/Unity   ( 3281): ApplicationInfo ... version 1.2.2 build b3c65a2e-5a99-419b-a1f7-32e6cc7052c8 at ./PlatformDependent/AndroidPlayer/Source/EntryPoint.cpp:583 (4, 0, 0)
D/Unity   ( 3281): Built from '2019.2/staging' branch, Version '2019.2.9f1 (ebce4d76e6e8)', Build type 'Development', Scripting Backend 'il2cpp', CPU 'x86', Stripping 'Enabled' at ./PlatformDependent/AndroidPlayer/Source/EntryPoint.cpp:596 (4, 0, 0)
I/Unity   ( 3281): Built from '2019.2/staging' branch, Version '2019.2.9f1 (ebce4d76e6e8)', Build type 'Development', Scripting Backend 'il2cpp', CPU 'x86', Stripping 'Enabled'
D/Unity   ( 3281): Script Patching: Patch files are not available, '/storage/emulated/0/Android/data/.../cache/ScriptOnly/2019.2.9f1/il2cpp/patch.config' is missing.
D/Unity   ( 3281): Multi-casting "[IP] 192.168.56.104 [Port] 55167 [Flags] 3 [Guid] 688237879 [EditorId] 3677285121 [Version] 1048832 [Id] AndroidPlayer(unknown_Google_Nexus_4@10.0.3.15) [Debug] 1 [PackageName] AndroidPlayer" to [225.0.0.222:54997]...
D/Unity   ( 3281): Waiting for connection from host on [0.0.0.0:55167]...
D/Unity   ( 3281): Remaining time:8s
D/Unity   ( 3281): Remaining time:7s
D/Unity   ( 3281): Remaining time:6s
D/Unity   ( 3281): Remaining time:5s
D/Unity   ( 3281): Remaining time:4s
D/Unity   ( 3281): Remaining time:3s
D/Unity   ( 3281): Remaining time:2s
D/Unity   ( 3281): Remaining time:1s
D/Unity   ( 3281): Remaining time:0s
D/Unity   ( 3281): Timed out. Continuing without host connection.
D/Unity   ( 3281): Started listening to [0.0.0.0:55167]
D/Unity   ( 3281): Starting managed debugger on port 56879
D/Unity   ( 3281): [EGL] Attaching window :0xef64df08
D/Unity   ( 3281): InitializeScriptEngine OK (0x93fe0)
D/Unity   ( 3281): PlayerConnection already initialized - listening to [0.0.0.0:55167]
D/Unity   ( 3281): PlayerInitEngineNoGraphics OK
D/Unity   ( 3281): AndroidGraphics::Startup window =  0xef64df08
D/Unity   ( 3281): [EGL] Attaching window :0xef64df08
D/Unity   ( 3281): [XR] Discovering subsystems at path assets/bin/Data/UnitySubsystems
D/Unity   ( 3281): [EGL] Request: ES 3.1+AEP RGB0 000 0/0
D/Unity   ( 3281): [EGL] Request: ES 3.1 RGB0 000 0/0
D/Unity   ( 3281): [EGL] Request: ES 3.0 RGB0 000 0/0
D/Unity   ( 3281): [EGL] Request: ES 2.0 RGB0 000 0/0
D/Unity   ( 3281): [EGL] Found: ID[5] ES 2.0 RGB24 888 0/0
D/Unity   ( 3281): [EGL] Request: ES 3.1+AEP RGB0 000 0/0
D/Unity   ( 3281): [EGL] Request: ES 3.1 RGB0 000 0/0
D/Unity   ( 3281): [EGL] Request: ES 3.0 RGB0 000 0/0
D/Unity   ( 3281): [EGL] Request: ES 2.0 RGB0 000 0/0
D/Unity   ( 3281): [EGL] Found: ID[5] ES 2.0 RGB24 888 0/0
D/Unity   ( 3281): [EGL] Request: ES 2.0 RGBA32 8888 0/0
D/Unity   ( 3281): [EGL] Found: ID[4] ES 2.0 RGBA32 8888 0/0
D/Unity   ( 3281): ANativeWindow: (1280/768) RequestedResolution: (0/0) RenderingResolution: (0/0) EGLSurface: (1280/768)
D/Unity   ( 3281): Renderer: Android Emulator OpenGL ES Translator (Intel(R) Iris(TM) Plus Graphics 655)
D/Unity   ( 3281): Vendor:   Google (Intel Inc.)
D/Unity   ( 3281): Version:  OpenGL ES 2.0 (2.1 INTEL-14.0.69)
D/Unity   ( 3281): GLES:     2
D/Unity   ( 3281):  GL_EXT_debug_marker GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_depth24 GL_OES_depth32 GL_OES_element_index_uint GL_OES_texture_float GL_OES_texture_float_linear GL_OES_compressed_paletted_texture GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth_texture GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_packed_depth_stencil GL_OES_vertex_half_float GL_OES_texture_npot
D/Unity   ( 3281): OPENGL LOG: Creating OpenGL ES 2.0 graphics device ; Context level  <OpenGL ES 2.0> ; Context handle -726220352
D/Unity   ( 3281): [EGL] Attaching window :0xef64df08
D/Unity   ( 3281): Requested framebuffer: resolution[1280x768], rgba[8/8/8/8], depth+stencil[on], samples[1]
D/Unity   ( 3281): Created framebuffer: resolution[1280x768], rgba[8/8/8/8], depth+stencil[24/8], samples[0]
D/Unity   ( 3281): [EGL] Attaching window :0xef64df08
D/Unity   ( 3281): Initialize engine version: 2019.2.9f1 (ebce4d76e6e8)
D/Unity   ( 3281): WARNING: Shader
D/Unity   ( 3281): Unsupported: 'Hidden/Internal-MotionVectors' - Pass '' has no vertex shader
D/Unity   ( 3281): WARNING: Shader
D/Unity   ( 3281): Unsupported: 'Hidden/Internal-MotionVectors' - Pass '' has no vertex shader
D/Unity   ( 3281): WARNING: Shader
D/Unity   ( 3281): Unsupported: 'Hidden/Internal-MotionVectors' - Setting to default shader.
D/Unity   ( 3281): PlayerInitEngineGraphics OK
D/Unity   ( 3281): Found 6 native sensors
D/Unity   ( 3281): Sensor :        Accelerometer ( 1) ; 0.009577 / 0.00s ; Genymotion Accelerometer / Genymobile
D/Unity   ( 3281): Sensor :        Accelerometer ( 1) ; 0.009577 / 0.00s ; Genymotion Accelerometer / Genymobile
D/Unity   ( 3281): SetWindow 0 0xef64f408
D/Unity   ( 3281): [EGL] Attaching window :0xef64f408
D/Unity   ( 3281): ANativeWindow: (1280/768) RequestedResolution: (0/0) RenderingResolution: (0/0) EGLSurface: (1280/768)
D/Unity   ( 3281): WARNING: Shader
D/Unity   ( 3281): Unsupported: 'Hidden/Internal-GUITexture' - Pass '' has no vertex shader
D/Unity   ( 3281): WARNING: Shader
D/Unity   ( 3281): Unsupported: 'Hidden/Internal-GUITexture' - Pass '' has no vertex shader
D/Unity   ( 3281): WARNING: Shader
D/Unity   ( 3281): Unsupported: 'Hidden/Internal-GUITexture' - Setting to default shader.
D/Unity   ( 3281): -------- Shader compilation failed
D/Unity   ( 3281): #version 100
D/Unity   ( 3281): #ifdef GL_OES_standard_derivatives
D/Unity   ( 3281): #extension GL_OES_standard_derivatives : enable
D/Unity   ( 3281): #endif
D/Unity   ( 3281): #ifdef GL_FRAGMENT_PRECISION_HIGH
D/Unity   ( 3281):     precision highp float;
D/Unity   ( 3281): #else
D/Unity   ( 3281):     precision mediump float;
D/Unity   ( 3281): #endif
D/Unity   ( 3281): precision highp int;
D/Unity   ( 3281): uniform     int _ManualTex2SRGB;
D/Unity   ( 3281): uniform     int _SrcBlend;
D/Unity   ( 3281): uniform     float _CornerRadiuses[4];
D/Unity   ( 3281): uniform     float _BorderWidths[4];
D/Unity   ( 3281): uniform     float _Rect[4];
D/Unity   ( 3281): uniform lowp sampler2D _MainTex;
D/Unity   ( 3281): uniform lowp sampler2D _GUIClipTexture;
D/Unity   ( 3281): varying mediump vec4 vs_COLOR0;
D/Unity   ( 3281): varying highp vec2 vs_TEXCOORD0;
D/Unity   ( 3281): varying highp vec2 vs_TEXCOORD1;
D/Unity   ( 3281): varying highp vec4 vs_TEXCOORD2;
D/Unity   ( 3281): #define SV_Target0 gl_FragData[0]
D/Unity   ( 3281): vec3 u_xlat0;
D/Unity   ( 3281): bvec2 u_xlatb0;
D/Unity   ( 3281): vec2 u_xlat1;
D/Unity   ( 3281): lowp vec4 u_xlat10_1;
D/Unity   ( 3281): bvec2 u_xlatb1;
D/Unity   ( 3281): vec4 u_xlat2;
D/Unity   ( 3281): mediump vec3 u_xlat16_2;
D/Unity   ( 3281): ivec2 u_xlati2;
D/Unity   ( 3281): vec3 u_xlat3;
D/Unity   ( 3281): mediump vec3 u_xlat16_5;
D/Unity   ( 3281): vec3 u_xlat6;
D/Unity   ( 3281): bvec3 u_xlatb6;
D/Unity   ( 3281): float u_xlat12;
D/Unity   ( 3281): bool u_xlatb12;
D/Unity   ( 3281): float u_xlat13;
D/Unity   ( 3281): bool u_xlatb13;
D/Unity   ( 3281): vec2 u_xlat15;
D/Unity   ( 3281): vec2 u_xlat16;
D/Unity   ( 3281): float u_xlat18;
D/Unity   ( 3281): bool u_xlatb18;
D/Unity   ( 3281): int u_xlati19;
D/Unity   ( 3281): mediump float u_xlat16_23;
D/Unity   ( 3281): #define UNITY_DYNAMIC_INDEX_ES2 1
D/Unity   ( 3281): float _CornerRadiusesDynamicIndex(int i){
D/Unity   ( 3281): #if UNITY_DYNAMIC_INDEX_ES2
D/Unity   ( 3281):     return _CornerRadiuses[i];
D/Unity   ( 3281): #else
D/Unity   ( 3281): #define d_ar _CornerRadiuses
D/Unity   ( 3281):     if (i <= 0) return d_ar[0]; else if (i == 1) return d_ar[1]; else if (i == 2) return d_ar[2]; else if (i == 3) return d_ar[3];
D/Unity   ( 3281):     return d_ar[0];
D/Unity   ( 3281): #undef d_ar
D/Unity   ( 3281): #endif
D/Unity   ( 3281): }
D/Unity   ( 3281): void main()
D/Unity   ( 3281): {
D/Unity   ( 3281):     u_xlat0.x = _BorderWidths[0];
D/Unity   ( 3281):     u_xlat1.x = _BorderWidths[2];
D/Unity   ( 3281):     u_xlat12 = vs_TEXCOORD2.x + (-_Rect[0]);
D/Unity   ( 3281):     u_xlat12 = (-_Rect[2]) * 0.5 + u_xlat12;
D/Unity   ( 3281):     u_xlatb12 = 0.0>=u_xlat12;
D/Unity   ( 3281):     u_xlat18 = _Rect[0] + _Rect[2];
D/Unity   ( 3281):     u_xlat13 = vs_TEXCOORD2.y + (-_Rect[1]);
D/Unity   ( 3281):     u_xlat13 = (-_Rect[3]) * 0.5 + u_xlat13;
D/Unity   ( 3281):     u_xlatb13 = 0.0>=u_xlat13;
D/Unity   ( 3281):     u_xlati2.xy = (bool(u_xlatb13)) ? ivec2(0, 1) : ivec2(3, 2);
D/Unity   ( 3281):     u_xlati19 = (u_xlatb12) ? u_xlati2.x : u_xlati2.y;
D/Unity   ( 3281):     u_xlat1.y = u_xlat18 + (-_CornerRadiusesDynamicIndex(u_xlati19));
D/Unity   ( 3281):     u_xlat0.y = _Rect[0] + _CornerRadiusesDynamicIndex(u_xlati19);
D/Unity   ( 3281):     u_xlat2.xy = (bool(u_xlatb12)) ? u_xlat0.xy : u_xlat1.xy;
D/Unity   ( 3281):     u_xlat15.x = _BorderWidths[1];
D/Unity   ( 3281):     u_xlat16.x = _BorderWidths[3];
D/Unity   ( 3281):     u_xlat0.x = _Rect[1] + _Rect[3];
D/Unity   ( 3281):     u_xlat16.y = u_xlat0.x + (-_CornerRadiusesDynamicIndex(u_xlati19));
D/Unity   ( 3281):     u_xlat15.y = _Rect[1] + _CornerRadiusesDynamicIndex(u_xlati19);
D/Unity   ( 3281):     u_xlat2.zw = (bool(u_xlatb13)) ? u_xlat15.xy : u_xlat16.xy;
D/Unity   ( 3281):     u_xlat0.xy = (-u_xlat2.xz) + vec2(_CornerRadiusesDynamicIndex(u_xlati19));
D/Unity   ( 3281):     u_xlat18 = u_xlat0.x / u_xlat0.y;
D/Unity   ( 3281):     u_xlat3.xy = (-u_xlat2.yw) + vs_TEXCOORD2.xy;
D/Unity   ( 3281):     u_xlat3.z = u_xlat18 * u_xlat3.y;
D/Unity   ( 3281):     u_xlat18 = dot(u_xlat3.xz, u_xlat3.xz);
D/Unity   ( 3281):     u_xlat1.x = dot(u_xlat3.xy, u_xlat3.xy);
D/Unity   ( 3281):     u_xlat1.x = sqrt(u_xlat1.x);
D/Unity   ( 3281):     u_xlat1.x = u_xlat1.x + (-_CornerRadiusesDynamicIndex(u_xlati19));
D/Unity   ( 3281):     u_xlat18 = sqrt(u_xlat18);
D/Unity   ( 3281):     u_xlat18 = (-u_xlat0.x) + u_xlat18;
D/Unity   ( 3281):     u_xlatb0.xy = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat0.xyxx).xy;
D/Unity   ( 3281):     u_xlatb0.x = u_xlatb0.y && u_xlatb0.x;
D/Unity   ( 3281):     u_xlat6.x = dFdx(vs_TEXCOORD2.x);
D/Unity   ( 3281):     u_xlat6.x = float(1.0) / abs(u_xlat6.x);
D/Unity   ( 3281):     u_xlat18 = u_xlat18 * u_xlat6.x + 0.5;
D/Unity   ( 3281):     u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
D/Unity   ( 3281):     u_xlat6.x = u_xlat1.x * u_xlat6.x + 0.5;
D/Unity   ( 3281):     u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
D/Unity   ( 3281):     u_xlat0.x = (u_xlatb0.x) ? u_xlat18 : 1.0;
D/Unity   ( 3281):     u_xlatb1.xy = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat2.xzxx).xy;
D/Unity   ( 3281):     u_xlatb18 = u_xlatb1.y || u_xlatb1.x;
D/Unity   ( 3281):     u_xlat0.x = u_xlatb18 ? u_xlat0.x : float(0.0);
D/Unity   ( 3281):     u_xlat6.x = u_xlatb18 ? u_xlat6.x : float(0.0);
D/Unity   ( 3281):     u_xlatb18 = u_xlat6.x==0.0;
D/Unity   ( 3281):     u_xlat6.x = (-u_xlat6.x) + 1.0;
D/Unity   ( 3281):     u_xlat0.x = (u_xlatb18) ? u_xlat0.x : u_xlat6.x;
D/Unity   ( 3281):     u_xlatb6.xz = greaterThanEqual(u_xlat2.yyww, vs_TEXCOORD2.xxyy).xz;
D/Unity   ( 3281):     u_xlatb1.xy = greaterThanEqual(vs_TEXCOORD2.xyxx, u_xlat2.ywyy).xy;
D/Unity   ( 3281):     u_xlatb6.x = (u_xlatb12) ? u_xlatb6.x : u_xlatb1.x;
D/Unity   ( 3281):     u_xlatb12 = (u_xlatb13) ? u_xlatb6.z : u_xlatb1.y;
D/Unity   ( 3281):     u_xlatb6.x = u_xlatb12 && u_xlatb6.x;
D/Unity   ( 3281):     u_xlat0.x = (u_xlatb6.x) ? u_xlat0.x : 1.0;
D/Unity   ( 3281):     u_xlat12 = _BorderWidths[0] + _BorderWidths[2];
D/Unity   ( 3281):     u_xlat12 = (-u_xlat12) + _Rect[2];
D/Unity   ( 3281):     u_xlat18 = _BorderWidths[0] + _Rect[0];
D/Unity   ( 3281):     u_xlat12 = u_xlat12 + u_xlat18;
D/Unity   ( 3281):     u_xlatb18 = vs_TEXCOORD2.x>=u_xlat18;
D/Unity   ( 3281):     u_xlatb12 = u_xlat12>=vs_TEXCOORD2.x;
D/Unity   ( 3281):     u_xlatb12 = u_xlatb12 && u_xlatb18;
D/Unity   ( 3281):     u_xlat18 = _BorderWidths[1] + _Rect[1];
D/Unity   ( 3281):     u_xlatb1.x = vs_TEXCOORD2.y>=u_xlat18;
D/Unity   ( 3281):     u_xlatb12 = u_xlatb12 && u_xlatb1.x;
D/Unity   ( 3281):     u_xlat1.x = _BorderWidths[1] + _BorderWidths[3];
D/Unity   ( 3281):     u_xlat1.x = (-u_xlat1.x) + _Rect[3];
D/Unity   ( 3281):     u_xlat18 = u_xlat18 + u_xlat1.x;
D/Unity   ( 3281):     u_xlatb18 = u_xlat18>=vs_TEXCOORD2.y;
D/Unity   ( 3281):     u_xlatb12 = u_xlatb18 && u_xlatb12;
D/Unity   ( 3281):     u_xlat12 = (u_xlatb12) ? 0.0 : 1.0;
D/Unity   ( 3281):     u_xlat6.x = (u_xlatb6.x) ? 1.0 : u_xlat12;
D/Unity   ( 3281):     u_xlatb12 = 0.0<_BorderWidths[0];
D/Unity   ( 3281):     u_xlatb18 = 0.0<_BorderWidths[1];
D/Unity   ( 3281):     u_xlatb12 = u_xlatb18 || u_xlatb12;
D/Unity   ( 3281):     u_xlatb18 = 0.0<_BorderWidths[2];
D/Unity   ( 3281):     u_xlatb12 = u_xlatb18 || u_xlatb12;
D/Unity   ( 3281):     u_xlatb18 = 0.0<_BorderWidths[3];
D/Unity   ( 3281):     u_xlatb12 = u_xlatb18 || u_xlatb12;
D/Unity   ( 3281):     u_xlat6.x = (u_xlatb12) ? u_xlat6.x : 1.0;
D/Unity   ( 3281):     u_xlat0.z = u_xlat6.x * u_xlat0.x;
D/Unity   ( 3281):     u_xlat6.z = texture2D(_GUIClipTexture, vs_TEXCOORD1.xy).w;
D/Unity   ( 3281):     u_xlat10_1 = texture2D(_MainTex, vs_TEXCOORD0.xy);
D/Unity   ( 3281):     u_xlat16_5.xyz = max(u_xlat10_1.xyz, vec3(0.0, 0.0, 0.0));
D/Unity   ( 3281):     u_xlat16_2.xyz = log2(u_xlat16_5.xyz);
D/Unity   ( 3281):     u_xlat16_2.xyz = u_xlat16_2.xyz * vec3(0.416666657, 0.416666657, 0.416666657);
D/Unity   ( 3281):     u_xlat16_2.xyz = exp2(u_xlat16_2.xyz);
D/Unity   ( 3281):     u_xlat16_2.xyz = u_xlat16_2.xyz * vec3(1.05499995, 1.05499995, 1.05499995) + vec3(-0.0549999997, -0.0549999997, -0.0549999997);
D/Unity   ( 3281):     u_xlat2.xyz = max(u_xlat16_2.xyz, vec3(0.0, 0.0, 0.0));
D/Unity   ( 3281):     u_xlat16_5.xyz = (_ManualTex2SRGB != 0) ? u_xlat2.xyz : u_xlat10_1.xyz;
D/Unity   ( 3281):     u_xlat16_23 = u_xlat10_1.w * vs_COLOR0.w;
D/Unity   ( 3281):     u_xlat0.x = u_xlat0.x * u_xlat16_23;
D/Unity   ( 3281):     u_xlat0.xz = u_xlat6.xz * u_xlat0.xz;
D/Unity   ( 3281):     u_xlat0.x = u_xlat6.z * u_xlat0.x;
D/Unity   ( 3281):     SV_Target0.w = u_xlat0.x;
D/Unity   ( 3281):     u_xlat16_5.xyz = u_xlat16_5.xyz * vs_COLOR0.xyz;
D/Unity   ( 3281):     u_xlat0.xyz = u_xlat0.zzz * u_xlat16_5.xyz;
D/Unity   ( 3281):     u_xlatb18 = _SrcBlend!=5;
D/Unity   ( 3281):     SV_Target0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat16_5.xyz;
D/Unity   ( 3281):     return;
D/Unity   ( 3281): }
D/Unity   ( 3281): -------- failed compiling:
D/Unity   ( 3281): fragment evaluation shader
D/Unity   ( 3281): ERROR: 0:95: 'dFdx' : no matching overloaded function found
D/Unity   ( 3281):
D/Unity   ( 3281): Note: Creation of internal variant of shader 'Sprites/Default' failed.
D/Unity   ( 3281): -------- Shader compilation failed
D/Unity   ( 3281): #version 100
D/Unity   ( 3281): #ifdef GL_OES_standard_derivatives
D/Unity   ( 3281): #extension GL_OES_standard_derivatives : enable
D/Unity   ( 3281): #endif
D/Unity   ( 3281): #ifdef GL_FRAGMENT_PRECISION_HIGH
D/Unity   ( 3281):     precision highp float;
D/Unity   ( 3281): #else
D/Unity   ( 3281):     precision mediump float;
D/Unity   ( 3281): #endif
D/Unity   ( 3281): precision highp int;
D/Unity   ( 3281): uniform     int _ManualTex2SRGB;
D/Unity   ( 3281): uniform     int _SrcBlend;
D/Unity   ( 3281): uniform     float _CornerRadiuses[4];
D/Unity   ( 3281): uniform     float _BorderWidths[4];
D/Unity   ( 3281): uniform     float _Rect[4];
D/Unity   ( 3281): uniform lowp sampler2D _MainTex;
D/Unity   ( 3281): uniform lowp sampler2D _GUIClipTexture;
D/Unity   ( 3281): varying mediump vec4 vs_COLOR0;
D/Unity   ( 3281): varying highp vec2 vs_TEXCOORD0;
D/Unity   ( 3281): varying highp vec2 vs_TEXCOORD1;
D/Unity   ( 3281): varying highp vec4 vs_TEXCOORD2;
D/Unity   ( 3281): #define SV_Target0 gl_FragData[0]
D/Unity   ( 3281): vec3 u_xlat0;
D/Unity   ( 3281): bvec2 u_xlatb0;
D/Unity   ( 3281): vec2 u_xlat1;
D/Unity   ( 3281): lowp vec4 u_xlat10_1;
D/Unity   ( 3281): bvec2 u_xlatb1;
D/Unity   ( 3281): vec4 u_xlat2;
D/Unity   ( 3281): mediump vec3 u_xlat16_2;
D/Unity   ( 3281): ivec2 u_xlati2;
D/Unity   ( 3281): vec3 u_xlat3;
D/Unity   ( 3281): mediump vec3 u_xlat16_5;
D/Unity   ( 3281): vec3 u_xlat6;
D/Unity   ( 3281): bvec3 u_xlatb6;
D/Unity   ( 3281): float u_xlat12;
D/Unity   ( 3281): bool u_xlatb12;
D/Unity   ( 3281): float u_xlat13;
D/Unity   ( 3281): bool u_xlatb13;
D/Unity   ( 3281): vec2 u_xlat15;
D/Unity   ( 3281): vec2 u_xlat16;
D/Unity   ( 3281): float u_xlat18;
D/Unity   ( 3281): bool u_xlatb18;
D/Unity   ( 3281): int u_xlati19;
D/Unity   ( 3281): mediump float u_xlat16_23;
D/Unity   ( 3281): #define UNITY_DYNAMIC_INDEX_ES2 1
D/Unity   ( 3281): float _CornerRadiusesDynamicIndex(int i){
D/Unity   ( 3281): #if UNITY_DYNAMIC_INDEX_ES2
D/Unity   ( 3281):     return _CornerRadiuses[i];
D/Unity   ( 3281): #else
D/Unity   ( 3281): #define d_ar _CornerRadiuses
D/Unity   ( 3281):     if (i <= 0) return d_ar[0]; else if (i == 1) return d_ar[1]; else if (i == 2) return d_ar[2]; else if (i == 3) return d_ar[3];
D/Unity   ( 3281):     return d_ar[0];
D/Unity   ( 3281): #undef d_ar
D/Unity   ( 3281): #endif
D/Unity   ( 3281): }
D/Unity   ( 3281): void main()
D/Unity   ( 3281): {
D/Unity   ( 3281):     u_xlat0.x = _BorderWidths[0];
D/Unity   ( 3281):     u_xlat1.x = _BorderWidths[2];
D/Unity   ( 3281):     u_xlat12 = vs_TEXCOORD2.x + (-_Rect[0]);
D/Unity   ( 3281):     u_xlat12 = (-_Rect[2]) * 0.5 + u_xlat12;
D/Unity   ( 3281):     u_xlatb12 = 0.0>=u_xlat12;
D/Unity   ( 3281):     u_xlat18 = _Rect[0] + _Rect[2];
D/Unity   ( 3281):     u_xlat13 = vs_TEXCOORD2.y + (-_Rect[1]);
D/Unity   ( 3281):     u_xlat13 = (-_Rect[3]) * 0.5 + u_xlat13;
D/Unity   ( 3281):     u_xlatb13 = 0.0>=u_xlat13;
D/Unity   ( 3281):     u_xlati2.xy = (bool(u_xlatb13)) ? ivec2(0, 1) : ivec2(3, 2);
D/Unity   ( 3281):     u_xlati19 = (u_xlatb12) ? u_xlati2.x : u_xlati2.y;
D/Unity   ( 3281):     u_xlat1.y = u_xlat18 + (-_CornerRadiusesDynamicIndex(u_xlati19));
D/Unity   ( 3281):     u_xlat0.y = _Rect[0] + _CornerRadiusesDynamicIndex(u_xlati19);
D/Unity   ( 3281):     u_xlat2.xy = (bool(u_xlatb12)) ? u_xlat0.xy : u_xlat1.xy;
D/Unity   ( 3281):     u_xlat15.x = _BorderWidths[1];
D/Unity   ( 3281):     u_xlat16.x = _BorderWidths[3];
D/Unity   ( 3281):     u_xlat0.x = _Rect[1] + _Rect[3];
D/Unity   ( 3281):     u_xlat16.y = u_xlat0.x + (-_CornerRadiusesDynamicIndex(u_xlati19));
D/Unity   ( 3281):     u_xlat15.y = _Rect[1] + _CornerRadiusesDynamicIndex(u_xlati19);
D/Unity   ( 3281):     u_xlat2.zw = (bool(u_xlatb13)) ? u_xlat15.xy : u_xlat16.xy;
D/Unity   ( 3281):     u_xlat0.xy = (-u_xlat2.xz) + vec2(_CornerRadiusesDynamicIndex(u_xlati19));
D/Unity   ( 3281):     u_xlat18 = u_xlat0.x / u_xlat0.y;
D/Unity   ( 3281):     u_xlat3.xy = (-u_xlat2.yw) + vs_TEXCOORD2.xy;
D/Unity   ( 3281):     u_xlat3.z = u_xlat18 * u_xlat3.y;
D/Unity   ( 3281):     u_xlat18 = dot(u_xlat3.xz, u_xlat3.xz);
D/Unity   ( 3281):     u_xlat1.x = dot(u_xlat3.xy, u_xlat3.xy);
D/Unity   ( 3281):     u_xlat1.x = sqrt(u_xlat1.x);
D/Unity   ( 3281):     u_xlat1.x = u_xlat1.x + (-_CornerRadiusesDynamicIndex(u_xlati19));
D/Unity   ( 3281):     u_xlat18 = sqrt(u_xlat18);
D/Unity   ( 3281):     u_xlat18 = (-u_xlat0.x) + u_xlat18;
D/Unity   ( 3281):     u_xlatb0.xy = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat0.xyxx).xy;
D/Unity   ( 3281):     u_xlatb0.x = u_xlatb0.y && u_xlatb0.x;
D/Unity   ( 3281):     u_xlat6.x = dFdx(vs_TEXCOORD2.x);
D/Unity   ( 3281):     u_xlat6.x = float(1.0) / abs(u_xlat6.x);
D/Unity   ( 3281):     u_xlat18 = u_xlat18 * u_xlat6.x + 0.5;
D/Unity   ( 3281):     u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
D/Unity   ( 3281):     u_xlat6.x = u_xlat1.x * u_xlat6.x + 0.5;
D/Unity   ( 3281):     u_xlat6.x = clamp(u_xlat6.x, 0.0, 1.0);
D/Unity   ( 3281):     u_xlat0.x = (u_xlatb0.x) ? u_xlat18 : 1.0;
D/Unity   ( 3281):     u_xlatb1.xy = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat2.xzxx).xy;
D/Unity   ( 3281):     u_xlatb18 = u_xlatb1.y || u_xlatb1.x;
D/Unity   ( 3281):     u_xlat0.x = u_xlatb18 ? u_xlat0.x : float(0.0);
D/Unity   ( 3281):     u_xlat6.x = u_xlatb18 ? u_xlat6.x : float(0.0);
D/Unity   ( 3281):     u_xlatb18 = u_xlat6.x==0.0;
D/Unity   ( 3281):     u_xlat6.x = (-u_xlat6.x) + 1.0;
D/Unity   ( 3281):     u_xlat0.x = (u_xlatb18) ? u_xlat0.x : u_xlat6.x;
D/Unity   ( 3281):     u_xlatb6.xz = greaterThanEqual(u_xlat2.yyww, vs_TEXCOORD2.xxyy).xz;
D/Unity   ( 3281):     u_xlatb1.xy = greaterThanEqual(vs_TEXCOORD2.xyxx, u_xlat2.ywyy).xy;
D/Unity   ( 3281):     u_xlatb6.x = (u_xlatb12) ? u_xlatb6.x : u_xlatb1.x;
D/Unity   ( 3281):     u_xlatb12 = (u_xlatb13) ? u_xlatb6.z : u_xlatb1.y;
D/Unity   ( 3281):     u_xlatb6.x = u_xlatb12 && u_xlatb6.x;
D/Unity   ( 3281):     u_xlat0.x = (u_xlatb6.x) ? u_xlat0.x : 1.0;
D/Unity   ( 3281):     u_xlat12 = _BorderWidths[0] + _BorderWidths[2];
D/Unity   ( 3281):     u_xlat12 = (-u_xlat12) + _Rect[2];
D/Unity   ( 3281):     u_xlat18 = _BorderWidths[0] + _Rect[0];
D/Unity   ( 3281):     u_xlat12 = u_xlat12 + u_xlat18;
D/Unity   ( 3281):     u_xlatb18 = vs_TEXCOORD2.x>=u_xlat18;
D/Unity   ( 3281):     u_xlatb12 = u_xlat12>=vs_TEXCOORD2.x;
D/Unity   ( 3281):     u_xlatb12 = u_xlatb12 && u_xlatb18;
D/Unity   ( 3281):     u_xlat18 = _BorderWidths[1] + _Rect[1];
D/Unity   ( 3281):     u_xlatb1.x = vs_TEXCOORD2.y>=u_xlat18;
D/Unity   ( 3281):     u_xlatb12 = u_xlatb12 && u_xlatb1.x;
D/Unity   ( 3281):     u_xlat1.x = _BorderWidths[1] + _BorderWidths[3];
D/Unity   ( 3281):     u_xlat1.x = (-u_xlat1.x) + _Rect[3];
D/Unity   ( 3281):     u_xlat18 = u_xlat18 + u_xlat1.x;
D/Unity   ( 3281):     u_xlatb18 = u_xlat18>=vs_TEXCOORD2.y;
D/Unity   ( 3281):     u_xlatb12 = u_xlatb18 && u_xlatb12;
D/Unity   ( 3281):     u_xlat12 = (u_xlatb12) ? 0.0 : 1.0;
D/Unity   ( 3281):     u_xlat6.x = (u_xlatb6.x) ? 1.0 : u_xlat12;
D/Unity   ( 3281):     u_xlatb12 = 0.0<_BorderWidths[0];
D/Unity   ( 3281):     u_xlatb18 = 0.0<_BorderWidths[1];
D/Unity   ( 3281):     u_xlatb12 = u_xlatb18 || u_xlatb12;
D/Unity   ( 3281):     u_xlatb18 = 0.0<_BorderWidths[2];
D/Unity   ( 3281):     u_xlatb12 = u_xlatb18 || u_xlatb12;
D/Unity   ( 3281):     u_xlatb18 = 0.0<_BorderWidths[3];
D/Unity   ( 3281):     u_xlatb12 = u_xlatb18 || u_xlatb12;
D/Unity   ( 3281):     u_xlat6.x = (u_xlatb12) ? u_xlat6.x : 1.0;
D/Unity   ( 3281):     u_xlat0.z = u_xlat6.x * u_xlat0.x;
D/Unity   ( 3281):     u_xlat6.z = texture2D(_GUIClipTexture, vs_TEXCOORD1.xy).w;
D/Unity   ( 3281):     u_xlat10_1 = texture2D(_MainTex, vs_TEXCOORD0.xy);
D/Unity   ( 3281):     u_xlat16_5.xyz = max(u_xlat10_1.xyz, vec3(0.0, 0.0, 0.0));
D/Unity   ( 3281):     u_xlat16_2.xyz = log2(u_xlat16_5.xyz);
D/Unity   ( 3281):     u_xlat16_2.xyz = u_xlat16_2.xyz * vec3(0.416666657, 0.416666657, 0.416666657);
D/Unity   ( 3281):     u_xlat16_2.xyz = exp2(u_xlat16_2.xyz);
D/Unity   ( 3281):     u_xlat16_2.xyz = u_xlat16_2.xyz * vec3(1.05499995, 1.05499995, 1.05499995) + vec3(-0.0549999997, -0.0549999997, -0.0549999997);
D/Unity   ( 3281):     u_xlat2.xyz = max(u_xlat16_2.xyz, vec3(0.0, 0.0, 0.0));
D/Unity   ( 3281):     u_xlat16_5.xyz = (_ManualTex2SRGB != 0) ? u_xlat2.xyz : u_xlat10_1.xyz;
D/Unity   ( 3281):     u_xlat16_23 = u_xlat10_1.w * vs_COLOR0.w;
D/Unity   ( 3281):     u_xlat0.x = u_xlat0.x * u_xlat16_23;
D/Unity   ( 3281):     u_xlat0.xz = u_xlat6.xz * u_xlat0.xz;
D/Unity   ( 3281):     u_xlat0.x = u_xlat6.z * u_xlat0.x;
D/Unity   ( 3281):     SV_Target0.w = u_xlat0.x;
D/Unity   ( 3281):     u_xlat16_5.xyz = u_xlat16_5.xyz * vs_COLOR0.xyz;
D/Unity   ( 3281):     u_xlat0.xyz = u_xlat0.zzz * u_xlat16_5.xyz;
D/Unity   ( 3281):     u_xlatb18 = _SrcBlend!=5;
D/Unity   ( 3281):     SV_Target0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat16_5.xyz;
D/Unity   ( 3281):     return;
D/Unity   ( 3281): }
D/Unity   ( 3281): -------- failed compiling:
D/Unity   ( 3281): fragment evaluation shader
D/Unity   ( 3281): ERROR: 0:95: 'dFdx' : no matching overloaded function found
D/Unity   ( 3281):
D/Unity   ( 3281): Note: Creation of internal variant of shader 'Sprites/Default' failed.
D/Unity   ( 3281): NativeCrashSerializer::EndReport() Success!
--------- beginning of crash
I/Unity   ( 3281): windowFocusChanged: false
I/Unity   ( 3281): onPause
W/Unity   ( 3281): Timeout while trying to pause the Unity Engine.
W/Unity   ( 3281): Timeout while trying detaching primary window.
I/Unity   ( 3281): onDestroy
2 Likes

Anyone?

I am having the exact same problem. I am getting:
Failed to find expected binary shader data in ā€˜Standard’.
(Filename: ./Runtime/Shaders/SerializedShader.cpp Line: 595)

If I change color space to Linear from Gamma it works fine.

Exact same issue here with 2019.2.21f :

08-30 13:52:21.672 16351 16652 D Unity : Script Patching: Patch files are not available, ā€˜/storage/emulated/0/Android/data/com.myapp.appTest/cache/ScriptOnly/2019.2.21f1/il2cpp/patch.config’ is missing.

Anyone has an issue? Seems to crash at first launch of the app and then it’s ok…

This happens in every build so I got used to it.
I save the project and wait for it crash :slight_smile:
Then, I reopen the project and hit ā€œBuild & Runā€. It works after re-run…
Happened in 2019.2, 2019.3, 2019.4 and probably 2020…