kinda new need help

im getting an error
Parse error: syntax error, unexpected TVAL_ID, expecting TOK_SETTEXTURE or ‘}’
for my shaders
Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)

Shader "Custom/Invisible" {
    Properties {
    }
    SubShader {
        Tags { "QUEUE" = "Transparent" }
        Pass {
            Tags { "QUEUE" = "Transparent" }
            ColorMask 0 -1
            ZWrite Off
            Fog {
                Mode Off
            }
            GpuProgramID 11839
            Program "vp" {
                SubProgram "d3d11 " {
                    "!!vs_4_0
                    //
                    // Generated by Microsoft (R) D3D Shader Disassembler
                    //
                    //
                    // Input signature:
                    //
                    // Name                 Index   Mask Register SysValue  Format   Used
                    // -------------------- ----- ------ -------- -------- ------- ------
                    // POSITION                 0   xyz         0     NONE   float   xyz
                    // COLOR                    0   xyzw        1     NONE   float   xyzw
                    //
                    //
                    // Output signature:
                    //
                    // Name                 Index   Mask Register SysValue  Format   Used
                    // -------------------- ----- ------ -------- -------- ------- ------
                    // COLOR                    0   xyzw        0     NONE   float   xyzw
                    // SV_POSITION              0   xyzw        1      POS   float   xyzw
                    //
                    vs_4_0
                    dcl_constantbuffer CB0[4], immediateIndexed
                    dcl_constantbuffer CB1[21], immediateIndexed
                    dcl_input v0.xyz
                    dcl_input v1.xyzw
                    dcl_output o0.xyzw
                    dcl_output_siv o1.xyzw, position
                    dcl_temps 2
                    mov_sat o0.xyzw, v1.xyzw
                    mul r0.xyzw, v0.yyyy, cb0[1].xyzw
                    mad r0.xyzw, cb0[0].xyzw, v0.xxxx, r0.xyzw
                    mad r0.xyzw, cb0[2].xyzw, v0.zzzz, r0.xyzw
                    add r0.xyzw, r0.xyzw, cb0[3].xyzw
                    mul r1.xyzw, r0.yyyy, cb1[18].xyzw
                    mad r1.xyzw, cb1[17].xyzw, r0.xxxx, r1.xyzw
                    mad r1.xyzw, cb1[19].xyzw, r0.zzzz, r1.xyzw
                    mad o1.xyzw, cb1[20].xyzw, r0.wwww, r1.xyzw
                    ret
                    // Approximately 0 instruction slots used"
                }
                SubProgram "d3d11 " {
                    Keywords { "UNITY_SINGLE_PASS_STEREO" }
                    "!!vs_4_0
                    //
                    // Generated by Microsoft (R) D3D Shader Disassembler
                    //
                    //
                    // Input signature:
                    //
                    // Name                 Index   Mask Register SysValue  Format   Used
                    // -------------------- ----- ------ -------- -------- ------- ------
                    // POSITION                 0   xyz         0     NONE   float   xyz
                    // COLOR                    0   xyzw        1     NONE   float   xyzw
                    //
                    //
                    // Output signature:
                    //
                    // Name                 Index   Mask Register SysValue  Format   Used
                    // -------------------- ----- ------ -------- -------- ------- ------
                    // COLOR                    0   xyzw        0     NONE   float   xyzw
                    // SV_POSITION              0   xyzw        1      POS   float   xyzw
                    //
                    vs_4_0
                    dcl_constantbuffer CB0[4], immediateIndexed
                    dcl_constantbuffer CB1[32], dynamicIndexed
                    dcl_constantbuffer CB2[1], immediateIndexed
                    dcl_input v0.xyz
                    dcl_input v1.xyzw
                    dcl_output o0.xyzw
                    dcl_output_siv o1.xyzw, position
                    dcl_temps 3
                    mov_sat o0.xyzw, v1.xyzw
                    mul r0.xyzw, v0.yyyy, cb0[1].xyzw
                    mad r0.xyzw, cb0[0].xyzw, v0.xxxx, r0.xyzw
                    mad r0.xyzw, cb0[2].xyzw, v0.zzzz, r0.xyzw
                    add r0.xyzw, r0.xyzw, cb0[3].xyzw
                    ishl r1.x, cb2[0].x, l(2)
                    mul r2.xyzw, r0.yyyy, cb1[r1.x + 25].xyzw
                    mad r2.xyzw, cb1[r1.x + 24].xyzw, r0.xxxx, r2.xyzw
                    mad r2.xyzw, cb1[r1.x + 26].xyzw, r0.zzzz, r2.xyzw
                    mad o1.xyzw, cb1[r1.x + 27].xyzw, r0.wwww, r2.xyzw
                    ret
                    // Approximately 0 instruction slots used"
                }
            }
            Program "fp" {
                SubProgram "d3d11 " {
                    "!!ps_4_0
                    //
                    // Generated by Microsoft (R) D3D Shader Disassembler
                    //
                    //
                    // Input signature:
                    //
                    // Name                 Index   Mask Register SysValue  Format   Used
                    // -------------------- ----- ------ -------- -------- ------- ------
                    // COLOR                    0   xyzw        0     NONE   float   xyzw
                    // SV_POSITION              0   xyzw        1      POS   float      
                    //
                    //
                    // Output signature:
                    //
                    // Name                 Index   Mask Register SysValue  Format   Used
                    // -------------------- ----- ------ -------- -------- ------- ------
                    // SV_Target                0   xyzw        0   TARGET   float   xyzw
                    //
                    ps_4_0
                    dcl_input_ps linear v0.xyzw
                    dcl_output o0.xyzw
                    mov o0.xyzw, v0.xyzw
                    ret
                    // Approximately 0 instruction slots used"
                }
                SubProgram "d3d11 " {
                    Keywords { "UNITY_SINGLE_PASS_STEREO" }
                    "!!ps_4_0
                    //
                    // Generated by Microsoft (R) D3D Shader Disassembler
                    //
                    //
                    // Input signature:
                    //
                    // Name                 Index   Mask Register SysValue  Format   Used
                    // -------------------- ----- ------ -------- -------- ------- ------
                    // COLOR                    0   xyzw        0     NONE   float   xyzw
                    // SV_POSITION              0   xyzw        1      POS   float      
                    //
                    //
                    // Output signature:
                    //
                    // Name                 Index   Mask Register SysValue  Format   Used
                    // -------------------- ----- ------ -------- -------- ------- ------
                    // SV_Target                0   xyzw        0   TARGET   float   xyzw
                    //
                    ps_4_0
                    dcl_input_ps linear v0.xyzw
                    dcl_output o0.xyzw
                    mov o0.xyzw, v0.xyzw
                    ret
                    // Approximately 0 instruction slots used"
                }
            }
        }
    }
}

please help and thank you.

That’s a precomputed shader. Unity no longer supports using precomputed shaders as shader assets, and has not for several years.

At the same time I’m not really sure what the purpose of this shader is. It is literally invisible and will write nothing. Ignoring what’s in the vertex and fragment shaders, which appears to do the basic transform of the vertex positions into clip space and output the vertex color, it’s using ColorMask 0 and ZWrite Off.

ColorMask 0 means it won’t output to any color channels, only to the depth & stencil. ZWrite Off means it won’t write to the depth buffer. And the shader has no Stencil settings so it won’t write to the stencil buffer either.

So, basically it’s a shader that wastes GPU cycles to do absolutely nothing.

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