Hello,
I’m getting an error on my ComputeShader when trying to make a build for Android gles3.1 (“Require ES3.1” toggle in project setting). I’m using Unity 2021.3.18f1, and URP Version 12.1.10 - January 25, 2023.
The ComputeShader is writing to RWTexture3D, and if I’m not mistaken, gles3.1 or target 4.5+ should support it? It seems like the error is complaining about the GLES3.0 support.
Error I’m getting: “Shader error in ‘XXXX’: “RWTexture3D” is not supported on GLES 3.0 ; at kernel XXXX at xxx.compute(xx) (on gles3)”
I wonder if there is a way to make sure the ComputeShader only compile for GLES3.1+ (I only see check for gles3)? Something like (#pragma only_renderers) or (#pragma target) for gles3.1+? Or is there something obvious that I’m missing that can bypass this error and make ComputeShader that compile to Android GLES3.1+ target writing to RWTexture3D?