Debug Fragment Shader: no data is available

Hello,

I try to debug my fragment shader (called VolumeRenderer(1)) by using these instructions Unity - Manual: Debugging shaders using Visual Studio and Debugging shaders in Visual Studio .

However, after pressing the “play” button in the Visual Studio Graphics Analyzer, I get a “no data is available” error message.

Furthermore, the Compiler Output asks me to “Enable GPU disassembly via View->Options->Graphics Diagnostics->Enable gather of GPU Disassembly. The vsglog must be re-opened for this change to take effect.”. But in the options I don’t have such a option to enable the GPU Disassembly.


Can someone help me with this issue?
I use Unity version 2019.3.0 and Visual Studio 2017 Version 15.9.15.

Have you added #pragma enable_d3d11_debug_symbols to your shader like is mentioned in the documentation?

Yes, I did add that to my shader.