Here are the part of the logs:
[Unity] Shader compiler: exception while compiling shader snippet. Thread=-1162697792 Type=0 platform=5. Source:
[Unity] #line 30 “”
[Unity] #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
[Unity] #endif
[Unity] #include “HLSLSupport.cginc”
[Unity] #include “UnityShaderVariables.cginc”
[Unity] #include “UnityShaderUtilities.cginc”
[Unity] #line 30 “”
[Unity] #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
[Unity] #endif
[Unity] /* UNITY: Original start of shader */
[Unity] #pragma vertex SpriteVert
[Unity] #pragma fragment SpriteFrag
[Unity] #pragma target 2.0
[Unity] #pragma multi_compile_instancing
[Unity] #pragma multi_compile _ PIXELSNAP_ON
[Unity] #pragma multi_compile _ ETC1_EXTERNAL_ALPHA
[Unity] #include “UnitySprites.cginc”
[Unity] Shader compiler: internal error compiling shader snippet type=0 platform=5: Protocol error - failed to read correct magic number
[Unity] UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[ ], String, String, BuildTargetGroup, BuildTarget, BuildOptions, Boolean)
[Unity] UnityEditor.CloudBuild.Builder:Build()
[Unity] Shader compiler: UnityShaderCompiler compiler executable disappeared on thread -1162697792, restarting
[Unity] Launched and connected shader compiler UnityShaderCompiler after 0.07 seconds
[Unity] Compiled shader ‘Sprites/Default’ in 2.75s
[Unity] gles (total internal programs: 23, unique: 8)
[Unity] gles3 (total internal programs: 24, unique: 8)
[Unity] vulkan (total internal programs: 24, unique: 8)
[Unity] Shader error in ‘Sprites/Default’: Internal error communicating with the shader compiler process
[Unity] (Filename: Sprites/Default Line: -1)
[Unity] Player export failed. Reason: Shader error in ‘Sprites/Default’: Internal error communicating with the shader compiler process
This happens often when building for Android. Sometimes it happens, sometimes not. And this issue has been existing for a long time. What can we do to prevent it? or it is just unfixable?