Ready Player Me avatars build for Android throws a Shader Graphs error

Hi,

I recently used the ReadyPlayer Me avatar package for NGO in Unity (2021.3.25f).
The avatars load and work perfectly well when the build is tested on Windows and in the Unity Editor.

However when I compile it for Android I get the error mentioned below. I’m unsure what this error is related to.
For Android, I’ve set the API level to 24, the scripting backend is IL2CPP, and the target architecture is ARM64

Shader error in ‘Shader Graphs/glTF-pbrMetallicRoughness’: undeclared identifier ‘UNITY_DISPLAY_ORIENTATION_PRETRANSFORM’ at Files/Unity/Hub/Editor/2021.3.25f1/Editor/Data/CGIncludes/UnityCG.cginc(817) (on vulkan)

Error building Player: Shader error in ‘Shader Graphs/glTF-pbrMetallicRoughness’: undeclared identifier ‘UNITY_DISPLAY_ORIENTATION_PRETRANSFORM’ at Files/Unity/Hub/Editor/2021.3.25f1/Editor/Data/CGIncludes/UnityCG.cginc(817) (on vulkan)

Compiling Subshader: 2, Pass: BuiltIn Forward, Vertex program with DIRECTIONAL LIGHTPROBE_SH VERTEXLIGHT_ON _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _SHADOWS_SOFT
Platform defines: SHADER_API_MOBILE UNITY_ASTC_NORMALMAP_ENCODING UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_RGBM_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PASS_FORWARDBASE UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SCREEN SHADOWS_SHADOWMASK UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS 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_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_OFF _EMISSIVE _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_SCREEN _OCCLUSION _SCREEN_SPACE_OCCLUSION _TEXTURE_TRANSFORM _TRANSMISSION

Seems like there is a bug in glTFast recorded for this issue.