Yes you are right, there are some errors in the inspector:
SnowCoverage (Terrain):
Program ‘DomainProgram’, error X8000: D3D11 Internal Compiler Error: Invalid Bytecode: Named register components cannot appear to the left (xyzw order) of components that are not named in a given register. TessFactors are an exception. Affected register is output 7.
Compiling Subshader: 0, Pass: ForwardLit, Vertex program with FOG_EXP2 STEREO_INSTANCING_ON _COVERAGE_ON _DISPLACEMENT_ON _TRACES_ON _USE_COVERAGE_DETAIL
Platform defines: UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_NO_DXT5nm UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON EVALUATE_SH_MIXED EVALUATE_SH_VERTEX FOG_EXP FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _FORWARD_PLUS _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN _NORMALMAP _PAINTABLE_COVERAGE_ON _STOCHASTIC_ON _TERRAIN_INSTANCED_PERPIXEL_NORMAL _THREE_TEX_MODE _TRACE_DETAIL
Program ‘DomainProgram’, error X8000: D3D11 Internal Compiler Error: Invalid Bytecode: Named register components cannot appear to the left (xyzw order) of components that are not named in a given register. TessFactors are an exception. Affected register is output 8.
Compiling Subshader: 0, Pass: ForwardLit, Vertex program with DIRLIGHTMAP_COMBINED LIGHTMAP_ON STEREO_INSTANCING_ON _ADDITIONAL_LIGHTS _MAIN_LIGHT_SHADOWS
Platform defines: UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_NO_DXT5nm UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DYNAMICLIGHTMAP_ON EVALUATE_SH_MIXED EVALUATE_SH_VERTEX FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS_VERTEX _COVERAGE_ON _DISPLACEMENT_ON _FORWARD_PLUS _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN _NORMALMAP _PAINTABLE_COVERAGE_ON _STOCHASTIC_ON _TERRAIN_INSTANCED_PERPIXEL_NORMAL _THREE_TEX_MODE _TRACES_ON _TRACE_DETAIL _USE_COVERAGE_DETAIL
Program ‘DomainProgram’, error X8000: D3D11 Internal Compiler Error: Invalid Bytecode: Named register components cannot appear to the left (xyzw order) of components that are not named in a given register. TessFactors are an exception. Affected register is output 2.
Compiling Subshader: 0, Pass: DepthOnly, Vertex program with STEREO_INSTANCING_ON _COVERAGE_ON _DISPLACEMENT_ON _TRACES_ON _USE_COVERAGE_DETAIL
Platform defines: UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_NO_DXT5nm UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: INSTANCING_ON SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _PAINTABLE_COVERAGE_ON _STOCHASTIC_ON _TERRAIN_INSTANCED_PERPIXEL_NORMAL _THREE_TEX_MODE _TRACE_DETAIL
Program ‘DomainProgram’, error X8000: D3D11 Internal Compiler Error: Invalid Bytecode: Named register components cannot appear to the left (xyzw order) of components that are not named in a given register. TessFactors are an exception. Affected register is output 6.
Compiling Subshader: 0, Pass: DepthNormals, Vertex program with STEREO_INSTANCING_ON _COVERAGE_ON _DISPLACEMENT_ON _TRACES_ON _USE_COVERAGE_DETAIL
Platform defines: UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_NO_DXT5nm UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: INSTANCING_ON SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _NORMALMAP _PAINTABLE_COVERAGE_ON _STOCHASTIC_ON _TERRAIN_INSTANCED_PERPIXEL_NORMAL _THREE_TEX_MODE _TRACE_DETAIL
SnowCoverage (Tesselation):
maximum ps_5_0 sampler register index (16) exceeded
Compiling Subshader: 0, Pass: ForwardLit, Fragment program with DIRLIGHTMAP_COMBINED FOG_EXP2 LIGHTMAP_ON LOD_FADE_CROSSFADE _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _COVERAGE_ON _DISPLACEMENT_ON _EMISSION _LIGHT_COOKIES _MAIN_LIGHT_SHADOWS _METALLICSPECGLOSSMAP _NORMALMAP _OCCLUSIONMAP _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SPARKLE_ON _SPARKLE_TEX_LS _SPARKLE_TEX_SS _SSS_ON _TRACES_ON _USE_COVERAGE_DETAIL
Platform defines: UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_NO_DXT5nm UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DEBUG_DISPLAY DOTS_INSTANCING_ON DYNAMICLIGHTMAP_ON EVALUATE_SH_MIXED EVALUATE_SH_VERTEX FOG_EXP FOG_LINEAR INSTANCING_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS_VERTEX _ALPHAMODULATE_ON _ALPHAPREMULTIPLY_ON _ALPHATEST_ON _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 _DETAIL_MULX2 _DETAIL_SCALED _ENVIRONMENTREFLECTIONS_OFF _FORWARD_PLUS _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN _PAINTABLE_COVERAGE_ON _PARALLAXMAP _RECEIVE_SHADOWS_OFF _SHADOWS_SOFT _SHADOWS_SOFT_HIGH _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A _SPECULARHIGHLIGHTS_OFF _SPECULAR_SETUP _SURFACE_TYPE_TRANSPARENT _THREE_TEX_MODE _TRACE_DETAIL _USE_AVERAGED_NORMALS _WRITE_RENDERING_LAYERS
invalid subscript ‘stereoTargetEyeIndexAsRTArrayIdx’
Compiling Subshader: 0, Pass: ShadowCaster, Fragment program with LOD_FADE_CROSSFADE STEREO_INSTANCING_ON _ALPHATEST_ON _COVERAGE_ON _DISPLACEMENT_ON _SSS_ON _TRACES_ON
Platform defines: UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_NO_DXT5nm UNITY_PASS_SHADOWCASTER UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DOTS_INSTANCING_ON INSTANCING_ON SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _PAINTABLE_COVERAGE_ON _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A _THREE_TEX_MODE _TRACE_DETAIL _USE_AVERAGED_NORMALS