This happens during build time for PC
starts with warnings about implicit truncation:
Packages/com.unity.render-pipelines.universal/Shaders/Utils/ScreenSpaceAmbientOcclusion.shader(211) (on d3d11)
GAMENAME/Library/PackageCache/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl(170) (on d3d11)
Packages/com.unity.render-pipelines.universal/Runtime/Materials/PhysicalMaterial3DsMax/PhysicalMaterial3DsMax.shadergraph(400) (on d3d11)
Shader warning in ‘Universal Render Pipeline/Nature/SpeedTree8_PBRLit’: ‘UnityMetaVertexPosition’: implicit truncation of vector type at /GAMENAME/Library/PackageCache/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl(170) (on d3d11)
Shader warning in ‘Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion’: implicit truncation of vector type at Packages/com.unity.render-pipelines.universal/Shaders/Utils/ScreenSpaceAmbientOcclusion.shader(167) (on d3d11)
Compiling Subshader: 0, Pass: SSAO_Gaussian_VerticalBlur_AfterOpaque, Vertex program with
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_PLATFORM_SUPPORTS_DEPTH_FETCH UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE 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_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_VIRTUAL_TEXTURING
Shader error in ‘Universal Render Pipeline/Lit’: out of memory while parsing at GAMENAME/Library/PackageCache/com.unity.render-pipelines.core/ShaderLibrary/BSDF.hlsl(321) (on d3d11)
Compiling Subshader: 0, Pass: ForwardLit, Fragment program with DOTS_INSTANCING_ON LIGHTMAP_ON PROBE_VOLUMES_L1 USE_LEGACY_LIGHTMAPS _ADDITIONAL_LIGHT_SHADOWS _FORWARD_PLUS _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION _SHADOWS_SOFT
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_PLATFORM_SUPPORTS_DEPTH_FETCH UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DEBUG_DISPLAY DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON EVALUATE_SH_MIXED EVALUATE_SH_VERTEX FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_SHADOW_MIXING LOD_FADE_CROSSFADE PROBE_VOLUMES_L2 SHADER_API_GLES30 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE 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_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _ALPHAMODULATE_ON _ALPHAPREMULTIPLY_ON _ALPHATEST_ON _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 _DETAIL_MULX2 _DETAIL_SCALED _EMISSION _ENVIRONMENTREFLECTIONS_OFF _LIGHT_COOKIES _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN _METALLICSPECGLOSSMAP _NORMALMAP _OCCLUSIONMAP _PARALLAXMAP _RECEIVE_SHADOWS_OFF _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT_HIGH _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A _SPECULARHIGHLIGHTS_OFF _SPECULAR_SETUP _SURFACE_TYPE_TRANSPARENT _WRITE_RENDERING_LAYERS
Shader error in ‘Universal Render Pipeline/Lit’: out of memory while parsing at GAMENAME/Library/PackageCache/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl(514) (on d3d11)
Compiling Subshader: 0, Pass: ForwardLit, Fragment program with FOG_LINEAR LIGHTMAP_ON PROBE_VOLUMES_L1 USE_LEGACY_LIGHTMAPS _ADDITIONAL_LIGHT_SHADOWS _FORWARD_PLUS _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _NORMALMAP _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION _SHADOWS_SOFT
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_PLATFORM_SUPPORTS_DEPTH_FETCH UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL 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 INSTANCING_ON LIGHTMAP_SHADOW_MIXING LOD_FADE_CROSSFADE PROBE_VOLUMES_L2 SHADER_API_GLES30 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE 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_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _ALPHAMODULATE_ON _ALPHAPREMULTIPLY_ON _ALPHATEST_ON _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 _DETAIL_MULX2 _DETAIL_SCALED _EMISSION _ENVIRONMENTREFLECTIONS_OFF _LIGHT_COOKIES _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_SCREEN _METALLICSPECGLOSSMAP _OCCLUSIONMAP _PARALLAXMAP _RECEIVE_SHADOWS_OFF _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT_HIGH _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A _SPECULARHIGHLIGHTS_OFF _SPECULAR_SETUP _SURFACE_TYPE_TRANSPARENT _WRITE_RENDERING_LAYERS
Shader error in ‘Universal Render Pipeline/Lit’: out of memory while parsing at GAMENAME/Library/PackageCache/com.unity.render-pipelines.core/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl(230) (on d3d11)
Compiling Subshader: 0, Pass: ForwardLit, Fragment program with FOG_LINEAR LIGHTMAP_ON PROBE_VOLUMES_L1 USE_LEGACY_LIGHTMAPS _ADDITIONAL_LIGHT_SHADOWS _ALPHATEST_ON _ENVIRONMENTREFLECTIONS_OFF _FORWARD_PLUS _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _NORMALMAP _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION _SHADOWS_SOFT _SPECULARHIGHLIGHTS_OFF
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_PLATFORM_SUPPORTS_DEPTH_FETCH UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL 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 INSTANCING_ON LIGHTMAP_SHADOW_MIXING LOD_FADE_CROSSFADE PROBE_VOLUMES_L2 SHADER_API_GLES30 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE 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_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _ALPHAMODULATE_ON _ALPHAPREMULTIPLY_ON _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 _DETAIL_MULX2 _DETAIL_SCALED _EMISSION _LIGHT_COOKIES _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_SCREEN _METALLICSPECGLOSSMAP _OCCLUSIONMAP _PARALLAXMAP _RECEIVE_SHADOWS_OFF _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT_HIGH _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A _SPECULAR_SETUP _SURFACE_TYPE_TRANSPARENT _WRITE_RENDERING_LAYERS
and so on…
I find Unity 6 WAY more unstable than any other previous version. WAY MORE.
Also lots of crashes during Adaptive probes / lightmap calculation.
The moment I am in, is I always save the level before pressing “calculate” as nobody knows what might happen.
And the “funnier” thing above all those issues, is they are all gone after engine restart.