Hi, when I am trying to build my game, I get build errors regarding the motionvectorpass.hlsl
Shader error in 'Shader Graphs/RoomShader': 'mul': no matching 0 parameter intrinsic function; Possible intrinsic functions are: mul(float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint, float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint) mul(float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint, floatK|halfK|doubleK|min10floatK|min16floatK|intK|uintK|min12intK|min16intK|min16uintK) mul(float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint, floatLxK|halfLxK|doubleLxK|min10floatLxK|min16floatLxK|intLxK|uintLxK|min12intLxK|min16intLxK|min16uintLxK) mul(floatM|halfM|doubleM|min10floatM|min16floatM|intM|uintM|min12intM|min16intM|min16uintM, float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint) mul(floatM|halfM|doubleM|min10floatM|min16floatM|intM|uintM|min12intM|min16intM|min16uintM, floatM|halfM|doubleM|min10floatM|min16floatM|intM|uintM|min12intM|min16intM|min16uintM) mul(floatM|halfM|doubleM|min10floatM|min16floatM|intM|uintM|min12intM|min16intM|min16uintM, floatMxK|halfMxK|doubleMxK|min10floatMxK|min16floatMxK|intMxK|uintMxK|min12intMxK|min16intMxK|min16uintMxK) mul(floatNxM|halfNxM|doubleNxM|min10floatNxM|min16floatNxM|intNxM|uintNxM|min12intNxM|min16intNxM|min16uintNxM, float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint) mul(floatNxM|halfNxM|doubleNxM|min10floatNxM|min16floatNxM|intNxM|uintNxM|min12intNxM|min16intNxM|min16uintNxM, floatM|halfM|doubleM|min10floatM|min16floatM|intM|uintM|min12intM|min16intM|min16uintM) mul(floatNxM|halfNxM|doubleNxM|min10floatNxM|min16floatNxM|intNxM|uintNxM|min12intNxM|min16intNxM|min16uintNxM, floatMxK|halfMxK|doubleMxK|min10floatMxK|min16floatMxK|intMxK|uintMxK|min12intMxK|min16intMxK|min16uintMxK) at /Users/Kiki/Documents/GitHub/WoodsAndCryptids/Library/PackageCache/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/MotionVectorPass.hlsl(150) (on d3d11)
Compiling Subshader: 0, Pass: MotionVectors, Vertex program with PROCEDURAL_INSTANCING_ON
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PASS_MOTIONVECTORS UNITY_PBS_USE_BRDF1 UNITY_PLATFORM_SUPPORTS_DEPTH_FETCH UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DOTS_INSTANCING_ON INSTANCING_ON SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING