Help...Android Shader Crash !!!

My game crashes on the device, but only the second time I run the application, and then only when I load the maingame scene after going thru the menus?

Heres the callstack

 /lib/x86/libunity.so (FillParamsBaseGLES(unsigned int, GpuProgramParameters&, PropertyNamesSet*)+3306)
/lib/x86/libunity.so (GlslGpuProgramGLES::FillParams(unsigned int, GpuProgramParameters&, PropertyNamesSet*)+106)
/lib/x86/libunity.so (GlslGpuProgramGLES::GlslGpuProgramGLES(ShaderGpuProgramType, dynamic_array<unsigned char, 1u> const&, CreateGpuProgramOutput&)+359)
/lib/x86/libunity.so (CreateGpuProgram(ShaderGpuProgramType, dynamic_array<unsigned char, 1u> const&, CreateGpuProgramOutput&)+364)
/lib/x86/libunity.so (GfxDevice::CreateGpuProgram(ShaderGpuProgramType, dynamic_array<unsigned char, 1u> const&, CreateGpuProgramOutput&)+46)
/lib/x86/libunity.so (ShaderLab::SubProgram::Compile()+559)
/lib/x86/libunity.so (ShaderLab::SubProgram::EnsureCompiled() const+38)
/lib/x86/libunity.so (ShaderLab::Program::CreateFromSerializedProgram(ShaderLab::SerializedProgram const&, ShaderType, int, PropertyNamesSet*, Shader const*)+182)
/lib/x86/libunity.so (ShaderLab::Pass::CreateFromSerializedPass(ShaderLab::SerializedPass const&, Shader const*)+943)
/lib/x86/libunity.so (ShaderLab::SubShader::CreateFromSerializedSubShader(ShaderLab::SerializedSubShader const&, std::vector<PPtr<Shader>, std::allocator<PPtr<Shader> > >&, bool, Shader*)+719)
/lib/x86/libunity.so (ShaderLab::IntShader::CreateFromSerializedShader(ShaderLab::SerializedShader const&, std::vector<PPtr<Shader>, std::allocator<PPtr<Shader> > >&, bool, Shader*)+1971)
/lib/x86/libunity.so (ShaderFromSerializedShader(ShaderLab::SerializedShader const*, std::vector<PPtr<Shader>, std::allocator<PPtr<Shader> > >&, bool, Shader*)+58)
/lib/x86/libunity.so (Shader::CreateFromParsedForm()+322)
/lib/x86/libunity.so (Shader::AwakeFromLoad(AwakeFromLoadMode)+73)
/lib/x86/libunity.so (AwakeFromLoadQueue::PersistentManagerAwakeSingleObject(Object&, AwakeFromLoadMode)+132)
/lib/x86/libunity.so (PersistentManager::IntegrateObjectAndUnlockIntegrationMutexInternal(int)+312)
/lib/x86/libunity.so (TimeSliceAwakeFromLoadQueue::IntegrateTimeSliced(int)+953)
/lib/x86/libunity.so (LoadSceneOperation::IntegrateTimeSliced(int)+43)
/lib/x86/libunity.so (PreloadManager::UpdatePreloadingSingleStep(PreloadManager::UpdatePreloadingFlags, int)+307)
/lib/x86/libunity.so (PreloadManager::WaitForAllAsyncOperationsToComplete()+135)
/lib/x86/libunity.so (PreloadManager::UpdatePreloading()+200)
/lib/x86/libunity.so (InitPlayerLoopCallbacks()::EarlyUpdateUpdatePreloadingstruct::Forward()+78)
/lib/x86/libunity.so (PlayerLoop()+321)
/lib/x86/libunity.so (UnityPlayerLoop()+610)
/lib/x86/libunity.so (nativeRender(_JNIEnv*, _jobject*)+274)

Whats the best way of debugging one like this?
Cheers

Fixed… oddly it runs fine on a different device, and produces this in the log.

01-30 20:33:23.390: D/Unity(13810): WARNING: Shader 

01-30 20:33:23.390: D/Unity(13810): Unsupported: 'Hidden/Dof/DX11Dof' - Pass '' has no vertex shader

01-30 20:33:23.390: D/Unity(13810): WARNING: Shader 

01-30 20:33:23.390: D/Unity(13810): Unsupported: 'Hidden/Dof/DX11Dof' - Setting to default shader.

so, I delete the DOF Shader, the problem goes away :slight_smile: