Hello, i’m using Unity 2022.3.30f1 (DX11) with URP, btw the compiler failed to build the game cause a URP/Lit shader error above
Error building Player: Shader error in 'Universal Render Pipeline/Lit': maximum ps_4_0 sampler register index (16) exceeded at Project/Packages/com.unity.render-pipelines.universal@14.0.11/ShaderLibrary/Shadows.hlsl(54) (on d3d11)
Compiling Subshader: 0, Pass: ForwardLit, Fragment program with LIGHTMAP_ON LOD_FADE_CROSSFADE _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _DETAIL_MULX2 _EMISSION _MAIN_LIGHT_SHADOWS_SCREEN _METALLICSPECGLOSSMAP _NORMALMAP _OCCLUSIONMAP _PARALLAXMAP _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION
Platform defines: SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DEBUG_DISPLAY DIRLIGHTMAP_COMBINED DOTS_INSTANCING_ON DYNAMICLIGHTMAP_ON EVALUATE_SH_MIXED EVALUATE_SH_VERTEX FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS 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_FULL_STANDARD_SHADER 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 _ADDITIONAL_LIGHTS_VERTEX _ALPHAMODULATE_ON _ALPHAPREMULTIPLY_ON _ALPHATEST_ON _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 _DETAIL_SCALED _ENVIRONMENTREFLECTIONS_OFF _FORWARD_PLUS _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _RECEIVE_SHADOWS_OFF _SHADOWS_SOFT _SHADOWS_SOFT_HIGH _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A _SPECULARHIGHLIGHTS_OFF _SPECULAR_SETUP _SURFACE_TYPE_TRANSPARENT _WRITE_RENDERING_LAYERSError building Player: Shader error in 'Universal Render Pipeline/Lit': maximum ps_4_0 sampler register index (16) exceeded at Project/Packages/com.unity.render-pipelines.universal@14.0.11/ShaderLibrary/Shadows.hlsl(54) (on d3d11)
Compiling Subshader: 0, Pass: ForwardLit, Fragment program with LIGHTMAP_ON LOD_FADE_CROSSFADE _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _DETAIL_MULX2 _EMISSION _MAIN_LIGHT_SHADOWS_SCREEN _METALLICSPECGLOSSMAP _NORMALMAP _OCCLUSIONMAP _PARALLAXMAP _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION
Platform defines: SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DEBUG_DISPLAY DIRLIGHTMAP_COMBINED DOTS_INSTANCING_ON DYNAMICLIGHTMAP_ON EVALUATE_SH_MIXED EVALUATE_SH_VERTEX FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS 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_FULL_STANDARD_SHADER 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 _ADDITIONAL_LIGHTS_VERTEX _ALPHAMODULATE_ON _ALPHAPREMULTIPLY_ON _ALPHATEST_ON _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 _DETAIL_SCALED _ENVIRONMENTREFLECTIONS_OFF _FORWARD_PLUS _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _RECEIVE_SHADOWS_OFF _SHADOWS_SOFT _SHADOWS_SOFT_HIGH _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A _SPECULARHIGHLIGHTS_OFF _SPECULAR_SETUP _SURFACE_TYPE_TRANSPARENT _WRITE_RENDERING_LAYERS
I have already tried the solution from this post but the problem still persist