Hello,
Thanks for your answer.
There is indeed some logs within the player log, I had no idea such a thing existed, thanks for pointing it out. It seems there is a problem with the vertex shader :
Mono path[0] = ‘D:/work/unity/visualizers/Muvi2/Build3/Muvi2_Data/Managed’
Mono config path = ‘D:/work/unity/visualizers/Muvi2/Build3/MonoBleedingEdge/etc’
Initialize engine version: 2019.3.0a5 (9aff892fb75b)
[XR] Discovering subsystems at path D:/work/unity/visualizers/Muvi2/Build3/Muvi2_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce GTX 1050 Ti (ID=0x1c8c)
Vendor:
VRAM: 4029 MB
Driver: 23.21.13.8816
Begin MonoManager ReloadAssembly
- Completed reload, in 0.797 seconds
Initializing input.
Input initialized.
Initialized touch support.
WARNING: Shader Unsupported: ‘Hidden/PostProcessing/FinalPass’ - Pass ‘’ has no vertex shader
WARNING: Shader Unsupported: ‘Hidden/PostProcessing/FinalPass’ - Pass ‘’ has no vertex shader
WARNING: Shader Unsupported: ‘Hidden/PostProcessing/Uber’ - Pass ‘’ has no vertex shader
WARNING: Shader Unsupported: ‘Hidden/PostProcessing/Uber’ - Pass ‘’ has no vertex shader
UnloadTime: 2.439296 ms
Setting up 4 worker threads for Enlighten.
Thread → id: 6084 → priority: 1
Thread → id: 63c8 → priority: 1
Thread → id: 3a68 → priority: 1
Thread → id: 2088 → priority: 1
ArgumentException: Invalid shader ()
at UnityEngine.Rendering.PostProcessing.PropertySheetFactory.Get (UnityEngine.Shader shader) [0x00014] in <5219f50adb754be5a6b446b97a34ec97>:0
at PPtestRenderer.Render (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context) [0x00010] in :0
at UnityEngine.Rendering.PostProcessing.PostProcessLayer.RenderList (System.Collections.Generic.List`1[T] list, UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context, System.String marker) [0x0008f] in <5219f50adb754be5a6b446b97a34ec97>:0
at UnityEngine.Rendering.PostProcessing.PostProcessLayer.RenderInjectionPoint (UnityEngine.Rendering.PostProcessing.PostProcessEvent evt, UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context, System.String marker, System.Int32 releaseTargetAfterUse) [0x00046] in <5219f50adb754be5a6b446b97a34ec97>:0
at UnityEngine.Rendering.PostProcessing.PostProcessLayer.Render (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context) [0x002f6] in <5219f50adb754be5a6b446b97a34ec97>:0
at UnityEngine.Rendering.LWRP.RenderingUtils.RenderPostProcessing (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.LWRP.CameraData& cameraData, UnityEngine.RenderTextureDescriptor sourceDescriptor, UnityEngine.Rendering.RenderTargetIdentifier source, UnityEngine.Rendering.RenderTargetIdentifier destination, System.Boolean opaqueOnly, System.Boolean flip) [0x00110] in <090d1e4ec97149dc83d818274fe8ae8e>:0
at UnityEngine.Rendering.LWRP.ScriptableRenderPass.RenderPostProcessing (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.LWRP.CameraData& cameraData, UnityEngine.RenderTextureDescriptor sourceDescriptor, UnityEngine.Rendering.RenderTargetIdentifier source, UnityEngine.Rendering.RenderTargetIdentifier destination, System.Boolean opaqueOnly, System.Boolean flip) [0x0000d] in <090d1e4ec97149dc83d818274fe8ae8e>:0
at UnityEngine.Rendering.LWRP.PostProcessPass.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.LWRP.RenderingData& renderingData) [0x0005d] in <090d1e4ec97149dc83d818274fe8ae8e>:0
at UnityEngine.Rendering.LWRP.ScriptableRenderer.ExecuteRenderPass (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.LWRP.ScriptableRenderPass renderPass, UnityEngine.Rendering.LWRP.RenderingData& renderingData) [0x00109] in <090d1e4ec97149dc83d818274fe8ae8e>:0
at UnityEngine.Rendering.LWRP.ScriptableRenderer.ExecuteBlock (UnityEngine.Rendering.LWRP.RenderPassEvent startEvent, UnityEngine.Rendering.LWRP.RenderPassEvent endEvent, UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.LWRP.RenderingData& renderingData, System.Boolean submit) [0x0003e] in <090d1e4ec97149dc83d818274fe8ae8e>:0
at UnityEngine.Rendering.LWRP.ScriptableRenderer.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.LWRP.RenderingData& renderingData) [0x00055] in <090d1e4ec97149dc83d818274fe8ae8e>:0
at UnityEngine.Rendering.LWRP.LightweightRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) [0x000da] in <090d1e4ec97149dc83d818274fe8ae8e>:0
at UnityEngine.Rendering.LWRP.LightweightRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, UnityEngine.Camera[ ] cameras) [0x00046] in <090d1e4ec97149dc83d818274fe8ae8e>:0
at UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera[ ] cameras) [0x0001d] in <08d7d13a3eda4b5f9489a2ef715f815e>:0
at UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, UnityEngine.Camera[ ] cameras, System.IntPtr loopPtr) [0x00023] in <08d7d13a3eda4b5f9489a2ef715f815e>:0
(Filename: <5219f50adb754be5a6b446b97a34ec97> Line: 0)
However, how such a thing could happen ? I have followed the guideline and wrote a very basic custom shader, but it seems a step is missing for it to be compliant with the final compilation.
I don’t want to waste too much of your time, but I have no idea on how to proceed to get this working.
Do you have any clues ?
Thanks,
Ciphered