On a Samsung Galaxy S4 I get the following shader errors :
WARNING: Shader
10-23 15:47:06.816: D/Unity(12937): Unsupported: ‘Standard’ - Pass ‘FORWARD’ has no vertex shader
10-23 15:47:06.816: D/Unity(12937): WARNING: Shader
10-23 15:47:06.821: D/Unity(12937): Unsupported: ‘Standard’ - Pass ‘FORWARD_DELTA’ has no vertex shader
10-23 15:47:06.821: D/Unity(12937): WARNING: Shader
10-23 15:47:06.821: D/Unity(12937): Unsupported: ‘Standard’ - Pass ‘SHADOWCASTER’ has no vertex shader
10-23 15:47:06.821: D/Unity(12937): WARNING: Shader
10-23 15:47:06.821: D/Unity(12937): Unsupported: ‘Standard’ - All passes removed
10-23 15:47:06.886: D/Unity(12937): -------- Shader compilation failed
10-23 15:47:06.886: D/Unity(12937): #version 100
10-23 15:47:06.886: D/Unity(12937): #extension GL_EXT_shader_texture_lod : enable
10-23 15:47:06.886: D/Unity(12937): lowp vec4 impl_low_textureCubeLodEXT(lowp samplerCube sampler, highp vec3 coord, mediump float lod)
10-23 15:47:06.886: D/Unity(12937): {
10-23 15:47:06.886: D/Unity(12937): #if defined(GL_EXT_shader_texture_lod)
10-23 15:47:06.886: D/Unity(12937): return textureCubeLodEXT(sampler, coord, lod);
10-23 15:47:06.886: D/Unity(12937): #else
10-23 15:47:06.886: D/Unity(12937): return textureCube(sampler, coord, lod);
10-23 15:47:06.886: D/Unity(12937): #endif
10-23 15:47:06.886: D/Unity(12937): }
10-23 15:47:06.886: D/Unity(12937): uniform highp vec3 _WorldSpaceCameraPos;
10-23 15:47:06.886: D/Unity(12937): uniform mediump vec4 _WorldSpaceLightPos0;
10-23 15:47:06.886: D/Unity(12937): uniform mediump vec4 unity_SHAr;
10-23 15:47:06.886: D/Unity(12937): uniform mediump vec4 unity_SHAg;
10-23 15:47:06.886: D/Unity(12937): uniform mediump vec4 unity_SHAb;
10-23 15:47:06.886: D/Unity(12937): uniform lowp samplerCube unity_SpecCube0;
10-23 15:47:06.891: D/Unity(12937): uniform mediump vec4 unity_SpecCube0_HDR;
10-23 15:47:06.891: D/Unity(12937): uniform lowp vec4 _LightColor0;
10-23 15:47:06.891: D/Unity(12937): uniform mediump vec4 unity_LightGammaCorrectionConsts;
10-23 15:47:06.891: D/Unity(12937): uniform sampler2D _MainTex;
10-23 15:47:06.891: D/Unity(12937): uniform sampler2D _NormalTex;
10-23 15:47:06.891: D/Unity(12937): uniform sampler2D _SpecularTex;
10-23 15:47:06.891: D/Unity(12937): uniform sampler2D _AOTex;
10-23 15:47:06.891: D/Unity(12937): uniform mediump float _Glossiness;
10-23 15:47:06.891: D/Unity(12937): uniform lowp vec4 _Color;
10-23 15:47:06.891: D/Unity(12937): varying highp vec2 xlv_TEXCOORD0;
10-23 15:47:06.891: D/Unity(12937): varying highp vec4 xlv_TEXCOORD1;
10-23 15:47:06.891: D/Unity(12937): varying highp vec4 xlv_TEXCOORD2;
10-23 15:47:06.891: D/Unity(12937): varying highp vec4 xlv_TEXCOORD3;
10-23 15:47:06.891: D/Unity(12937): varying mediump vec3 xlv_TEXCOORD4;
10-23 15:47:06.891: D/Unity(12937): void main ()
10-23 15:47:06.891: D/Unity(12937): {
10-23 15:47:06.891: D/Unity(12937): mediump vec3 tmpvar_1;
10-23 15:47:06.891: D/Unity(12937): highp vec4 tmpvar_2;
10-23 15:47:06.891: D/Unity(12937): mediump vec3 tmpvar_3;
10-23 15:47:06.891: D/Unity(12937): mediump vec3 tmpvar_4;
10-23 15:47:06.891: D/Unity(12937): lowp vec3 worldN_5;
10-23 15:47:06.891: D/Unity(12937): lowp vec4 c_6;
10-23 15:47:06.891: D/Unity(12937): lowp vec3 worldViewDir_7;
10-23 15:47:06.891: D/Unity(12937): lowp vec3 lightDir_8;
10-23 15:47:06.891: D/Unity(12937): highp vec3 tmpvar_9;
10-23 15:47:06.891: D/Unity(12937): tmpvar_9.x = xlv_TEXCOORD1.w;
10-23 15:47:06.891: D/Unity(12937): tmpvar_9.y = xlv_TEXCOORD2.w;
10-23 15:47:06.891: D/Unity(12937): tmpvar_9.z = xlv_TEXCOORD3.w;
10-23 15:47:06.891: D/Unity(12937): mediump vec3 tmpvar_10;
10-23 15:47:06.891: D/Unity(12937): tmpvar_10 = _WorldSpaceLightPos0.xyz;
10-23 15:47:06.891: D/Unity(12937): lightDir_8 = tmpvar_10;
10-23 15:47:06.891: D/Unity(12937): highp vec3 tmpvar_11;
10-23 15:47:06.891: D/Unity(12937): tmpvar_11 = normalize((_WorldSpaceCameraPos - tmpvar_9));
10-23 15:47:06.891: D/Unity(12937): worldViewDir_7 = tmpvar_11;
10-23 15:47:06.891: D/Unity(12937): lowp vec3 tmpvar_12;
10-23 15:47:06.891: D/Unity(12937): lowp vec3 tmpvar_13;
10-23 15:47:06.891: D/Unity(12937): mediump float tmpvar_14;
10-23 15:47:06.891: D/Unity(12937): highp vec4 Color_15;
10-23 15:47:06.891: D/Unity(12937): highp vec4 SpecularTexel_16;
10-23 15:47:06.891: D/Unity(12937): lowp vec4 tmpvar_17;
10-23 15:47:06.891: D/Unity(12937): tmpvar_17 = texture2D (_SpecularTex, xlv_TEXCOORD0);
10-23 15:47:06.891: D/Unity(12937): SpecularTexel_16 = tmpvar_17;
10-23 15:47:06.891: D/Unity(12937): lowp vec4 tmpvar_18;
10-23 15:47:06.891: D/Unity(12937): tmpvar_18 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color);
10-23 15:47:06.891: D/Unity(12937): Color_15 = tmpvar_18;
10-23 15:47:06.891: D/Unity(12937): highp vec3 tmpvar_19;
10-23 15:47:06.891: D/Unity(12937): tmpvar_19 = SpecularTexel_16.xyz;
10-23 15:47:06.891: D/Unity(12937): tmpvar_13 = tmpvar_19;
10-23 15:47:06.891: D/Unity(12937): lowp vec3 tmpvar_20;
10-23 15:47:06.891: D/Unity(12937): tmpvar_20 = normalize(((texture2D (_NormalTex, xlv_TEXCOORD0).xyz * vec3(2.0, 2.0, 2.0)) - vec3(1.0, 1.0, 1.0)));
10-23 15:47:06.891: D/Unity(12937): lowp vec4 tmpvar_21;
10-23 15:47:06.891: D/Unity(12937): tmpvar_21 = texture2D (_AOTex, xlv_TEXCOORD0);
10-23 15:47:06.891: D/Unity(12937): tmpvar_14 = tmpvar_21.x;
10-23 15:47:06.891: D/Unity(12937): tmpvar_12 = Color_15.xyz;
10-23 15:47:06.891: D/Unity(12937): highp float tmpvar_22;
10-23 15:47:06.891: D/Unity(12937): tmpvar_22 = dot (xlv_TEXCOORD1.xyz, tmpvar_20);
10-23 15:47:06.891: D/Unity(12937): worldN_5.x = tmpvar_22;
10-23 15:47:06.891: D/Unity(12937): highp float tmpvar_23;
10-23 15:47:06.891: D/Unity(12937): tmpvar_23 = dot (xlv_TEXCOORD2.xyz, tmpvar_20);
10-23 15:47:06.891: D/Unity(12937): worldN_5.y = tmpvar_23;
10-23 15:47:06.891: D/Unity(12937): highp float tmpvar_24;
10-23 15:47:06.891: D/Unity(12937): tmpvar_24 = dot (xlv_TEXCOORD3.xyz, tmpvar_20);
10-23 15:47:06.891: D/Unity(12937): worldN_5.z = tmpvar_24;
10-23 15:47:06.891: D/Unity(12937): tmpvar_3 = _LightColor0.xyz;
10-23 15:47:06.891: D/Unity(12937): tmpvar_4 = lightDir_8;
10-23 15:47:06.891: D/Unity(12937): mediump vec3 normal_25;
10-23 15:47:06.891: D/Unity(12937): normal_25 = worldN_5;
10-23 15:47:06.891: D/Unity(12937): tmpvar_1 = worldViewDir_7;
10-23 15:47:06.891: D/Unity(12937): tmpvar_2 = unity_SpecCube0_HDR;
10-23 15:47:06.891: D/Unity(12937): mediump vec3 I_26;
10-23 15:47:06.891: D/Unity(12937): I_26 = -(tmpvar_1);
10-23 15:47:06.891: D/Unity(12937): mediump vec3 normalWorld_27;
10-23 15:47:06.891: D/Unity(12937): normalWorld_27 = worldN_5;
10-23 15:47:06.891: D/Unity(12937): mediump vec3 tmpvar_28;
10-23 15:47:06.891: D/Unity(12937): mediump vec4 tmpvar_29;
10-23 15:47:06.891: D/Unity(12937): tmpvar_29.w = 1.0;
10-23 15:47:06.891: D/Unity(12937): tmpvar_29.xyz = normalWorld_27;
10-23 15:47:06.891: D/Unity(12937): mediump vec3 x1_30;
10-23 15:47:06.891: D/Unity(12937): x1_30.x = dot (unity_SHAr, tmpvar_29);
10-23 15:47:06.891: D/Unity(12937): x1_30.y = dot (unity_SHAg, tmpvar_29);
10-23 15:47:06.891: D/Unity(12937): x1_30.z = dot (unity_SHAb, tmpvar_29);
10-23 15:47:06.891: D/Unity(12937): tmpvar_28 = (xlv_TEXCOORD4 + x1_30);
10-23 15:47:06.891: D/Unity(12937): tmpvar_28 = (tmpvar_28 * tmpvar_14);
10-23 15:47:06.891: D/Unity(12937): mediump vec4 hdr_31;
10-23 15:47:06.891: D/Unity(12937): hdr_31 = tmpvar_2;
10-23 15:47:06.891: D/Unity(12937): mediump vec4 tmpvar_32;
10-23 15:47:06.891: D/Unity(12937): tmpvar_32.xyz = (I_26 - (2.0 * (
10-23 15:47:06.891: D/Unity(12937): dot (worldN_5, I_26)
10-23 15:47:06.891: D/Unity(12937): * worldN_5)));
10-23 15:47:06.891: D/Unity(12937): mediump float tmpvar_33;
10-23 15:47:06.891: D/Unity(12937): tmpvar_33 = (1.0 - _Glossiness);
10-23 15:47:06.891: D/Unity(12937): tmpvar_32.w = (pow (tmpvar_33, 0.75) * 7.0);
10-23 15:47:06.891: D/Unity(12937): lowp vec4 tmpvar_34;
10-23 15:47:06.891: D/Unity(12937): tmpvar_34 = impl_low_textureCubeLodEXT (unity_SpecCube0, tmpvar_32.xyz, tmpvar_32.w);
10-23 15:47:06.891: D/Unity(12937): mediump vec4 tmpvar_35;
10-23 15:47:06.891: D/Unity(12937): tmpvar_35 = tmpvar_34;
10-23 15:47:06.891: D/Unity(12937): lowp vec3 tmpvar_36;
10-23 15:47:06.891: D/Unity(12937): mediump vec3 viewDir_37;
10-23 15:47:06.891: D/Unity(12937): viewDir_37 = worldViewDir_7;
10-23 15:47:06.891: D/Unity(12937): mediump vec4 c_38;
10-23 15:47:06.891: D/Unity(12937): lowp vec3 tmpvar_39;
10-23 15:47:06.891: D/Unity(12937): tmpvar_39 = normalize(worldN_5);
10-23 15:47:06.891: D/Unity(12937): mediump vec3 tmpvar_40;
10-23 15:47:06.891: D/Unity(12937): mediump vec3 albedo_41;
10-23 15:47:06.891: D/Unity(12937): albedo_41 = tmpvar_12;
10-23 15:47:06.891: D/Unity(12937): mediump vec3 specColor_42;
10-23 15:47:06.891: D/Unity(12937): specColor_42 = tmpvar_13;
10-23 15:47:06.891: D/Unity(12937): mediump float oneMinusReflectivity_43;
10-23 15:47:06.891: D/Unity(12937): oneMinusReflectivity_43 = (1.0 - max (max (specColor_42.x, specColor_42.y), specColor_42.z));
10-23 15:47:06.891: D/Unity(12937): tmpvar_40 = (albedo_41 * oneMinusReflectivity_43);
10-23 15:47:06.891: D/Unity(12937): tmpvar_36 = tmpvar_40;
10-23 15:47:06.891: D/Unity(12937): mediump vec3 diffColor_44;
10-23 15:47:06.891: D/Unity(12937): diffColor_44 = tmpvar_36;
10-23 15:47:06.891: D/Unity(12937): tmpvar_36 = diffColor_44;
10-23 15:47:06.891: D/Unity(12937): mediump vec3 diffColor_45;
10-23 15:47:06.891: D/Unity(12937): diffColor_45 = tmpvar_36;
10-23 15:47:06.891: D/Unity(12937): mediump vec3 specColor_46;
10-23 15:47:06.891: D/Unity(12937): specColor_46 = tmpvar_13;
10-23 15:47:06.891: D/Unity(12937): mediump vec3 normal_47;
10-23 15:47:06.891: D/Unity(12937): normal_47 = tmpvar_39;
10-23 15:47:06.891: D/Unity(12937): mediump vec3 tmpvar_48;
10-23 15:47:06.891: D/Unity(12937): mediump vec3 inVec_49;
10-23 15:47:06.891: D/Unity(12937): inVec_49 = (tmpvar_4 + viewDir_37);
10-23 15:47:06.891: D/Unity(12937): tmpvar_48 = (inVec_49 * inversesqrt(max (0.001,
10-23 15:47:06.891: D/Unity(12937): dot (inVec_49, inVec_49)
10-23 15:47:06.891: D/Unity(12937): )));
10-23 15:47:06.891: D/Unity(12937): mediump float tmpvar_50;
10-23 15:47:06.891: D/Unity(12937): tmpvar_50 = max (0.0, dot (tmpvar_4, tmpvar_48));
10-23 15:47:06.891: D/Unity(12937): mediump float tmpvar_51;
10-23 15:47:06.891: D/Unity(12937): mediump float tmpvar_52;
10-23 15:47:06.891: D/Unity(12937): tmpvar_52 = max ((10.0 / log2(
10-23 15:47:06.891: D/Unity(12937): (((1.0 - tmpvar_33) * 0.968) + 0.03)
10-23 15:47:06.891: D/Unity(12937): )), -255.937);
10-23 15:47:06.891: D/Unity(12937): tmpvar_51 = (tmpvar_52 * tmpvar_52);
10-23 15:47:06.891: D/Unity(12937): mediump float x_53;
10-23 15:47:06.891: D/Unity(12937): x_53 = (1.0 - max (0.0, dot (normal_47, viewDir_37)));
10-23 15:47:06.891: D/Unity(12937): c_38.xyz = (((
10-23 15:47:06.891: D/Unity(12937): ((diffColor_45 + (clamp (
10-23 15:47:06.891: D/Unity(12937): (((tmpvar_51 + 1.0) * pow (max (0.0,
10-23 15:47:06.891: D/Unity(12937): dot (normal_47, tmpvar_48)
10-23 15:47:06.891: D/Unity(12937): ), tmpvar_51)) / (((unity_LightGammaCorrectionConsts.z *
10-23 15:47:06.891: D/Unity(12937): (((tmpvar_50 * tmpvar_50) * _Glossiness) + (tmpvar_33 * tmpvar_33))
10-23 15:47:06.891: D/Unity(12937): ) * tmpvar_50) + 0.0001))
10-23 15:47:06.891: D/Unity(12937): , 0.0, 100.0) * specColor_46)) * tmpvar_3)
10-23 15:47:06.891: D/Unity(12937): *
10-23 15:47:06.891: D/Unity(12937): max (0.0, dot (normal_25, tmpvar_4))
10-23 15:47:06.891: D/Unity(12937): ) + (tmpvar_28 * diffColor_45)) + ((
10-23 15:47:06.891: D/Unity(12937): ((hdr_31.x * tmpvar_35.w) * tmpvar_35.xyz)
10-23 15:47:06.891: D/Unity(12937): * tmpvar_14) * mix (specColor_46, vec3(
10-23 15:47:06.891: D/Unity(12937): clamp ((_Glossiness + (1.0 - oneMinusReflectivity_43)), 0.0, 1.0)
10-23 15:47:06.891: D/Unity(12937): ), vec3(
10-23 15:47:06.891: D/Unity(12937): ((x_53 * x_53) * (x_53 * x_53))
10-23 15:47:06.891: D/Unity(12937): ))));
10-23 15:47:06.891: D/Unity(12937): c_38.w = 1.0;
10-23 15:47:06.891: D/Unity(12937): c_6 = c_38;
10-23 15:47:06.891: D/Unity(12937): c_6.xyz = c_6.xyz;
10-23 15:47:06.891: D/Unity(12937): c_6.w = 1.0;
10-23 15:47:06.891: D/Unity(12937): gl_FragData[0] = c_6;
10-23 15:47:06.891: D/Unity(12937): }
10-23 15:47:06.891: D/Unity(12937): -------- failed compiling:
10-23 15:47:06.891: D/Unity(12937): fragment evaluation shader
10-23 15:47:06.891: D/Unity(12937): -------- GLSL error:
10-23 15:47:06.891: D/Unity(12937): Compile failed.
10-23 15:47:06.891: D/Unity(12937): ERROR: 0:8: ‘textureCubeLodEXT’ : no matching overloaded function found
10-23 15:47:06.891: D/Unity(12937): ERROR: 0:8: ‘return’ : function return is not matching type
10-23 15:47:06.891: D/Unity(12937): ERROR: 2 compilation errors. No code generated.
10-23 15:47:06.891: D/Unity(12937): textureCubeLodEXT or textureCubeGradEXT usage detected.
10-23 15:47:06.891: D/Unity(12937): GL_EXT_shader_texture_lod extension is buggy on PowerVR drivers.
10-23 15:47:06.891: D/Unity(12937): replacing textureCubeLodEXT->textureCubeLod and textureCubeGradEXT->textureCubeGradARB as a workaround.
10-23 15:47:06.946: D/Unity(12937): -------- Shader compilation failed
10-23 15:47:06.946: D/Unity(12937): #version 100
10-23 15:47:06.946: D/Unity(12937): #extension GL_EXT_shader_texture_lod : enable
10-23 15:47:06.946: D/Unity(12937): lowp vec4 impl_low_textureCubeLodEXT(lowp samplerCube sampler, highp vec3 coord, mediump float lod)
10-23 15:47:06.946: D/Unity(12937): {
10-23 15:47:06.946: D/Unity(12937): #if defined(GL_EXT_shader_texture_lod)
10-23 15:47:06.946: D/Unity(12937): return textureCubeLodEXT(sampler, coord, lod);
10-23 15:47:06.946: D/Unity(12937): #else
10-23 15:47:06.946: D/Unity(12937): return textureCube(sampler, coord, lod);
10-23 15:47:06.946: D/Unity(12937): #endif
10-23 15:47:06.946: D/Unity(12937): }
10-23 15:47:06.946: D/Unity(12937): uniform highp vec3 _WorldSpaceCameraPos;
10-23 15:47:06.946: D/Unity(12937): uniform mediump vec4 _WorldSpaceLightPos0;
10-23 15:47:06.946: D/Unity(12937): uniform mediump vec4 unity_SHAr;
10-23 15:47:06.946: D/Unity(12937): uniform mediump vec4 unity_SHAg;
10-23 15:47:06.946: D/Unity(12937): uniform mediump vec4 unity_SHAb;
10-23 15:47:06.946: D/Unity(12937): uniform lowp samplerCube unity_SpecCube0;
10-23 15:47:06.946: D/Unity(12937): uniform mediump vec4 unity_SpecCube0_HDR;
10-23 15:47:06.946: D/Unity(12937): uniform mediump vec4 unity_ColorSpaceDielectricSpec;
10-23 15:47:06.946: D/Unity(12937): uniform lowp vec4 _LightColor0;
10-23 15:47:06.946: D/Unity(12937): uniform mediump vec4 unity_LightGammaCorrectionConsts;
10-23 15:47:06.946: D/Unity(12937): uniform sampler2D _MainTex;
10-23 15:47:06.946: D/Unity(12937): uniform sampler2D _NormalTex;
10-23 15:47:06.946: D/Unity(12937): uniform sampler2D _AOTex;
10-23 15:47:06.946: D/Unity(12937): uniform mediump float _Glossiness;
10-23 15:47:06.946: D/Unity(12937): uniform mediump float _Metallic;
10-23 15:47:06.946: D/Unity(12937): uniform lowp vec4 _Color;
10-23 15:47:06.946: D/Unity(12937): varying highp vec2 xlv_TEXCOORD0;
10-23 15:47:06.946: D/Unity(12937): varying highp vec4 xlv_TEXCOORD1;
10-23 15:47:06.946: D/Unity(12937): varying highp vec4 xlv_TEXCOORD2;
10-23 15:47:06.946: D/Unity(12937): varying highp vec4 xlv_TEXCOORD3;
10-23 15:47:06.946: D/Unity(12937): varying mediump vec3 xlv_TEXCOORD4;
10-23 15:47:06.946: D/Unity(12937): void main ()
10-23 15:47:06.946: D/Unity(12937): {
10-23 15:47:06.946: D/Unity(12937): mediump vec3 tmpvar_1;
10-23 15:47:06.946: D/Unity(12937): highp vec4 tmpvar_2;
10-23 15:47:06.946: D/Unity(12937): mediump vec3 tmpvar_3;
10-23 15:47:06.946: D/Unity(12937): mediump vec3 tmpvar_4;
10-23 15:47:06.946: D/Unity(12937): lowp vec3 worldN_5;
10-23 15:47:06.946: D/Unity(12937): lowp vec4 c_6;
10-23 15:47:06.946: D/Unity(12937): lowp vec3 worldViewDir_7;
10-23 15:47:06.946: D/Unity(12937): lowp vec3 lightDir_8;
10-23 15:47:06.946: D/Unity(12937): highp vec3 tmpvar_9;
10-23 15:47:06.946: D/Unity(12937): tmpvar_9.x = xlv_TEXCOORD1.w;
10-23 15:47:06.946: D/Unity(12937): tmpvar_9.y = xlv_TEXCOORD2.w;
10-23 15:47:06.946: D/Unity(12937): tmpvar_9.z = xlv_TEXCOORD3.w;
10-23 15:47:06.946: D/Unity(12937): mediump vec3 tmpvar_10;
10-23 15:47:06.946: D/Unity(12937): tmpvar_10 = _WorldSpaceLightPos0.xyz;
10-23 15:47:06.946: D/Unity(12937): lightDir_8 = tmpvar_10;
10-23 15:47:06.946: D/Unity(12937): highp vec3 tmpvar_11;
10-23 15:47:06.951: D/Unity(12937): tmpvar_11 = normalize((_WorldSpaceCameraPos - tmpvar_9));
10-23 15:47:06.951: D/Unity(12937): worldViewDir_7 = tmpvar_11;
10-23 15:47:06.951: D/Unity(12937): lowp vec3 tmpvar_12;
10-23 15:47:06.951: D/Unity(12937): mediump float tmpvar_13;
10-23 15:47:06.951: D/Unity(12937): highp vec4 Color_14;
10-23 15:47:06.951: D/Unity(12937): lowp vec4 tmpvar_15;
10-23 15:47:06.951: D/Unity(12937): tmpvar_15 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color);
10-23 15:47:06.951: D/Unity(12937): Color_14 = tmpvar_15;
10-23 15:47:06.951: D/Unity(12937): lowp vec3 tmpvar_16;
10-23 15:47:06.951: D/Unity(12937): tmpvar_16 = normalize(((texture2D (_NormalTex, xlv_TEXCOORD0).xyz * vec3(2.0, 2.0, 2.0)) - vec3(1.0, 1.0, 1.0)));
10-23 15:47:06.951: D/Unity(12937): lowp vec4 tmpvar_17;
10-23 15:47:06.951: D/Unity(12937): tmpvar_17 = texture2D (_AOTex, xlv_TEXCOORD0);
10-23 15:47:06.951: D/Unity(12937): tmpvar_13 = tmpvar_17.x;
10-23 15:47:06.951: D/Unity(12937): tmpvar_12 = Color_14.xyz;
10-23 15:47:06.951: D/Unity(12937): highp float tmpvar_18;
10-23 15:47:06.951: D/Unity(12937): tmpvar_18 = dot (xlv_TEXCOORD1.xyz, tmpvar_16);
10-23 15:47:06.951: D/Unity(12937): worldN_5.x = tmpvar_18;
10-23 15:47:06.951: D/Unity(12937): highp float tmpvar_19;
10-23 15:47:06.951: D/Unity(12937): tmpvar_19 = dot (xlv_TEXCOORD2.xyz, tmpvar_16);
10-23 15:47:06.951: D/Unity(12937): worldN_5.y = tmpvar_19;
10-23 15:47:06.951: D/Unity(12937): highp float tmpvar_20;
10-23 15:47:06.951: D/Unity(12937): tmpvar_20 = dot (xlv_TEXCOORD3.xyz, tmpvar_16);
10-23 15:47:06.951: D/Unity(12937): worldN_5.z = tmpvar_20;
10-23 15:47:06.951: D/Unity(12937): tmpvar_3 = _LightColor0.xyz;
10-23 15:47:06.951: D/Unity(12937): tmpvar_4 = lightDir_8;
10-23 15:47:06.951: D/Unity(12937): mediump vec3 normal_21;
10-23 15:47:06.951: D/Unity(12937): normal_21 = worldN_5;
10-23 15:47:06.951: D/Unity(12937): tmpvar_1 = worldViewDir_7;
10-23 15:47:06.951: D/Unity(12937): tmpvar_2 = unity_SpecCube0_HDR;
10-23 15:47:06.951: D/Unity(12937): mediump vec3 I_22;
10-23 15:47:06.951: D/Unity(12937): I_22 = -(tmpvar_1);
10-23 15:47:06.951: D/Unity(12937): mediump vec3 normalWorld_23;
10-23 15:47:06.951: D/Unity(12937): normalWorld_23 = worldN_5;
10-23 15:47:06.951: D/Unity(12937): mediump vec3 tmpvar_24;
10-23 15:47:06.951: D/Unity(12937): mediump vec4 tmpvar_25;
10-23 15:47:06.951: D/Unity(12937): tmpvar_25.w = 1.0;
10-23 15:47:06.951: D/Unity(12937): tmpvar_25.xyz = normalWorld_23;
10-23 15:47:06.951: D/Unity(12937): mediump vec3 x1_26;
10-23 15:47:06.951: D/Unity(12937): x1_26.x = dot (unity_SHAr, tmpvar_25);
10-23 15:47:06.951: D/Unity(12937): x1_26.y = dot (unity_SHAg, tmpvar_25);
10-23 15:47:06.951: D/Unity(12937): x1_26.z = dot (unity_SHAb, tmpvar_25);
10-23 15:47:06.951: D/Unity(12937): tmpvar_24 = (xlv_TEXCOORD4 + x1_26);
10-23 15:47:06.951: D/Unity(12937): tmpvar_24 = (tmpvar_24 * tmpvar_13);
10-23 15:47:06.951: D/Unity(12937): mediump vec4 hdr_27;
10-23 15:47:06.951: D/Unity(12937): hdr_27 = tmpvar_2;
10-23 15:47:06.951: D/Unity(12937): mediump vec4 tmpvar_28;
10-23 15:47:06.951: D/Unity(12937): tmpvar_28.xyz = (I_22 - (2.0 * (
10-23 15:47:06.951: D/Unity(12937): dot (worldN_5, I_22)
10-23 15:47:06.951: D/Unity(12937): * worldN_5)));
10-23 15:47:06.951: D/Unity(12937): mediump float tmpvar_29;
10-23 15:47:06.951: D/Unity(12937): tmpvar_29 = (1.0 - _Glossiness);
10-23 15:47:06.951: D/Unity(12937): tmpvar_28.w = (pow (tmpvar_29, 0.75) * 7.0);
10-23 15:47:06.951: D/Unity(12937): lowp vec4 tmpvar_30;
10-23 15:47:06.951: D/Unity(12937): tmpvar_30 = impl_low_textureCubeLodEXT (unity_SpecCube0, tmpvar_28.xyz, tmpvar_28.w);
10-23 15:47:06.951: D/Unity(12937): mediump vec4 tmpvar_31;
10-23 15:47:06.951: D/Unity(12937): tmpvar_31 = tmpvar_30;
10-23 15:47:06.951: D/Unity(12937): lowp vec3 tmpvar_32;
10-23 15:47:06.951: D/Unity(12937): mediump vec3 viewDir_33;
10-23 15:47:06.951: D/Unity(12937): viewDir_33 = worldViewDir_7;
10-23 15:47:06.951: D/Unity(12937): mediump vec4 c_34;
10-23 15:47:06.951: D/Unity(12937): lowp vec3 tmpvar_35;
10-23 15:47:06.951: D/Unity(12937): tmpvar_35 = normalize(worldN_5);
10-23 15:47:06.951: D/Unity(12937): mediump vec3 tmpvar_36;
10-23 15:47:06.951: D/Unity(12937): mediump vec3 albedo_37;
10-23 15:47:06.951: D/Unity(12937): albedo_37 = tmpvar_12;
10-23 15:47:06.951: D/Unity(12937): mediump vec3 tmpvar_38;
10-23 15:47:06.951: D/Unity(12937): tmpvar_38 = mix (unity_ColorSpaceDielectricSpec.xyz, albedo_37, vec3(_Metallic));
10-23 15:47:06.951: D/Unity(12937): mediump float tmpvar_39;
10-23 15:47:06.951: D/Unity(12937): tmpvar_39 = (unity_ColorSpaceDielectricSpec.w - (_Metallic * unity_ColorSpaceDielectricSpec.w));
10-23 15:47:06.951: D/Unity(12937): tmpvar_36 = (albedo_37 * tmpvar_39);
10-23 15:47:06.951: D/Unity(12937): tmpvar_32 = tmpvar_36;
10-23 15:47:06.951: D/Unity(12937): mediump vec3 diffColor_40;
10-23 15:47:06.951: D/Unity(12937): diffColor_40 = tmpvar_32;
10-23 15:47:06.951: D/Unity(12937): tmpvar_32 = diffColor_40;
10-23 15:47:06.951: D/Unity(12937): mediump vec3 diffColor_41;
10-23 15:47:06.951: D/Unity(12937): diffColor_41 = tmpvar_32;
10-23 15:47:06.951: D/Unity(12937): mediump vec3 normal_42;
10-23 15:47:06.951: D/Unity(12937): normal_42 = tmpvar_35;
10-23 15:47:06.951: D/Unity(12937): mediump vec3 tmpvar_43;
10-23 15:47:06.951: D/Unity(12937): mediump vec3 inVec_44;
10-23 15:47:06.951: D/Unity(12937): inVec_44 = (tmpvar_4 + viewDir_33);
10-23 15:47:06.951: D/Unity(12937): tmpvar_43 = (inVec_44 * inversesqrt(max (0.001,
10-23 15:47:06.951: D/Unity(12937): dot (inVec_44, inVec_44)
10-23 15:47:06.951: D/Unity(12937): )));
10-23 15:47:06.951: D/Unity(12937): mediump float tmpvar_45;
10-23 15:47:06.951: D/Unity(12937): tmpvar_45 = max (0.0, dot (tmpvar_4, tmpvar_43));
10-23 15:47:06.951: D/Unity(12937): mediump float tmpvar_46;
10-23 15:47:06.951: D/Unity(12937): mediump float tmpvar_47;
10-23 15:47:06.951: D/Unity(12937): tmpvar_47 = max ((10.0 / log2(
10-23 15:47:06.951: D/Unity(12937): (((1.0 - tmpvar_29) * 0.968) + 0.03)
10-23 15:47:06.951: D/Unity(12937): )), -255.937);
10-23 15:47:06.951: D/Unity(12937): tmpvar_46 = (tmpvar_47 * tmpvar_47);
10-23 15:47:06.951: D/Unity(12937): mediump float x_48;
10-23 15:47:06.951: D/Unity(12937): x_48 = (1.0 - max (0.0, dot (normal_42, viewDir_33)));
10-23 15:47:06.951: D/Unity(12937): c_34.xyz = (((
10-23 15:47:06.951: D/Unity(12937): ((diffColor_41 + (clamp (
10-23 15:47:06.951: D/Unity(12937): (((tmpvar_46 + 1.0) * pow (max (0.0,
10-23 15:47:06.951: D/Unity(12937): dot (normal_42, tmpvar_43)
10-23 15:47:06.951: D/Unity(12937): ), tmpvar_46)) / (((unity_LightGammaCorrectionConsts.z *
10-23 15:47:06.951: D/Unity(12937): (((tmpvar_45 * tmpvar_45) * _Glossiness) + (tmpvar_29 * tmpvar_29))
10-23 15:47:06.951: D/Unity(12937): ) * tmpvar_45) + 0.0001))
10-23 15:47:06.951: D/Unity(12937): , 0.0, 100.0) * tmpvar_38)) * tmpvar_3)
10-23 15:47:06.951: D/Unity(12937): *
10-23 15:47:06.951: D/Unity(12937): max (0.0, dot (normal_21, tmpvar_4))
10-23 15:47:06.951: D/Unity(12937): ) + (tmpvar_24 * diffColor_41)) + ((
10-23 15:47:06.951: D/Unity(12937): ((hdr_27.x * tmpvar_31.w) * tmpvar_31.xyz)
10-23 15:47:06.951: D/Unity(12937): * tmpvar_13) * mix (tmpvar_38, vec3(
10-23 15:47:06.951: D/Unity(12937): clamp ((_Glossiness + (1.0 - tmpvar_39)), 0.0, 1.0)
10-23 15:47:06.951: D/Unity(12937): ), vec3(
10-23 15:47:06.951: D/Unity(12937): ((x_48 * x_48) * (x_48 * x_48))
10-23 15:47:06.951: D/Unity(12937): ))));
10-23 15:47:06.951: D/Unity(12937): c_34.w = 1.0;
10-23 15:47:06.951: D/Unity(12937): c_6 = c_34;
10-23 15:47:06.951: D/Unity(12937): c_6.xyz = c_6.xyz;
10-23 15:47:06.951: D/Unity(12937): c_6.w = 1.0;
10-23 15:47:06.951: D/Unity(12937): gl_FragData[0] = c_6;
10-23 15:47:06.951: D/Unity(12937): }
10-23 15:47:06.951: D/Unity(12937): -------- failed compiling:
10-23 15:47:06.951: D/Unity(12937): fragment evaluation shader
10-23 15:47:06.951: D/Unity(12937): -------- GLSL error:
10-23 15:47:06.951: D/Unity(12937): Compile failed.
10-23 15:47:06.951: D/Unity(12937): ERROR: 0:8: ‘textureCubeLodEXT’ : no matching overloaded function found
10-23 15:47:06.951: D/Unity(12937): ERROR: 0:8: ‘return’ : function return is not matching type
10-23 15:47:06.951: D/Unity(12937): ERROR: 2 compilation errors. No code generated.
10-23 15:47:06.951: D/Unity(12937): textureCubeLodEXT or textureCubeGradEXT usage detected.
10-23 15:47:06.951: D/Unity(12937): GL_EXT_shader_texture_lod extension is buggy on PowerVR drivers.
10-23 15:47:06.951: D/Unity(12937): replacing textureCubeLodEXT->textureCubeLod and textureCubeGradEXT->textureCubeGradARB as a workaround.
10-23 15:47:06.976: D/Unity(12937): -------- Shader compilation failed
10-23 15:47:06.976: D/Unity(12937): #version 100
10-23 15:47:06.976: D/Unity(12937): #extension GL_EXT_shader_texture_lod : enable
10-23 15:47:06.976: D/Unity(12937): lowp vec4 impl_low_textureCubeLodEXT(lowp samplerCube sampler, highp vec3 coord, mediump float lod)
10-23 15:47:06.976: D/Unity(12937): {
10-23 15:47:06.976: D/Unity(12937): #if defined(GL_EXT_shader_texture_lod)
10-23 15:47:06.976: D/Unity(12937): return textureCubeLodEXT(sampler, coord, lod);
10-23 15:47:06.976: D/Unity(12937): #else
10-23 15:47:06.976: D/Unity(12937): return textureCube(sampler, coord, lod);
10-23 15:47:06.976: D/Unity(12937): #endif
10-23 15:47:06.976: D/Unity(12937): }
10-23 15:47:06.976: D/Unity(12937): uniform highp vec3 _WorldSpaceCameraPos;
10-23 15:47:06.976: D/Unity(12937): uniform highp vec4 _ProjectionParams;
10-23 15:47:06.976: D/Unity(12937): uniform highp vec4 _ZBufferParams;
10-23 15:47:06.976: D/Unity(12937): uniform lowp samplerCube unity_SpecCube0;
10-23 15:47:06.976: D/Unity(12937): uniform highp vec4 unity_SpecCube0_BoxMax;
10-23 15:47:06.976: D/Unity(12937): uniform highp vec4 unity_SpecCube0_BoxMin;
10-23 15:47:06.976: D/Unity(12937): uniform mediump vec4 unity_SpecCube0_HDR;
10-23 15:47:06.976: D/Unity(12937): uniform highp vec4 unity_SpecCube1_ProbePosition;
10-23 15:47:06.976: D/Unity(12937): uniform highp sampler2D _CameraDepthTexture;
10-23 15:47:06.976: D/Unity(12937): uniform highp mat4 _CameraToWorld;
10-23 15:47:06.976: D/Unity(12937): uniform sampler2D _CameraGBufferTexture0;
10-23 15:47:06.976: D/Unity(12937): uniform sampler2D _CameraGBufferTexture1;
10-23 15:47:06.976: D/Unity(12937): uniform sampler2D _CameraGBufferTexture2;
10-23 15:47:06.976: D/Unity(12937): varying highp vec4 xlv_TEXCOORD0;
10-23 15:47:06.976: D/Unity(12937): varying highp vec3 xlv_TEXCOORD1;
10-23 15:47:06.976: D/Unity(12937): void main ()
10-23 15:47:06.976: D/Unity(12937): {
10-23 15:47:06.976: D/Unity(12937): mediump vec3 worldNormalRefl_1;
10-23 15:47:06.976: D/Unity(12937): mediump vec4 gbuffer2_2;
10-23 15:47:06.976: D/Unity(12937): mediump vec4 gbuffer1_3;
10-23 15:47:06.976: D/Unity(12937): mediump vec4 gbuffer0_4;
10-23 15:47:06.976: D/Unity(12937): highp vec2 tmpvar_5;
10-23 15:47:06.976: D/Unity(12937): tmpvar_5 = (xlv_TEXCOORD0.xy / xlv_TEXCOORD0.w);
10-23 15:47:06.976: D/Unity(12937): highp vec4 tmpvar_6;
10-23 15:47:06.976: D/Unity(12937): tmpvar_6.w = 1.0;
10-23 15:47:06.976: D/Unity(12937): tmpvar_6.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/((
10-23 15:47:06.976: D/Unity(12937): (_ZBufferParams.x * texture2D (_CameraDepthTexture, tmpvar_5).x)
10-23 15:47:06.976: D/Unity(12937): + _ZBufferParams.y))));
10-23 15:47:06.976: D/Unity(12937): highp vec3 tmpvar_7;
10-23 15:47:06.976: D/Unity(12937): tmpvar_7 = (_CameraToWorld * tmpvar_6).xyz;
10-23 15:47:06.976: D/Unity(12937): lowp vec4 tmpvar_8;
10-23 15:47:06.976: D/Unity(12937): tmpvar_8 = texture2D (_CameraGBufferTexture0, tmpvar_5);
10-23 15:47:06.976: D/Unity(12937): gbuffer0_4 = tmpvar_8;
10-23 15:47:06.976: D/Unity(12937): lowp vec4 tmpvar_9;
10-23 15:47:06.976: D/Unity(12937): tmpvar_9 = texture2D (_CameraGBufferTexture1, tmpvar_5);
10-23 15:47:06.976: D/Unity(12937): gbuffer1_3 = tmpvar_9;
10-23 15:47:06.976: D/Unity(12937): lowp vec4 tmpvar_10;
10-23 15:47:06.976: D/Unity(12937): tmpvar_10 = texture2D (_CameraGBufferTexture2, tmpvar_5);
10-23 15:47:06.976: D/Unity(12937): gbuffer2_2 = tmpvar_10;
10-23 15:47:06.976: D/Unity(12937): mediump vec3 tmpvar_11;
10-23 15:47:06.976: D/Unity(12937): tmpvar_11 = normalize(((gbuffer2_2.xyz * 2.0) - 1.0));
10-23 15:47:06.976: D/Unity(12937): highp vec3 tmpvar_12;
10-23 15:47:06.976: D/Unity(12937): tmpvar_12 = normalize((tmpvar_7 - _WorldSpaceCameraPos));
10-23 15:47:06.976: D/Unity(12937): highp vec3 tmpvar_13;
10-23 15:47:06.976: D/Unity(12937): tmpvar_13 = (tmpvar_12 - (2.0 * (
10-23 15:47:06.976: D/Unity(12937): dot (tmpvar_11, tmpvar_12)
10-23 15:47:06.976: D/Unity(12937): * tmpvar_11)));
10-23 15:47:06.976: D/Unity(12937): worldNormalRefl_1 = tmpvar_13;
10-23 15:47:06.976: D/Unity(12937): mediump vec4 tmpvar_14;
10-23 15:47:06.976: D/Unity(12937): tmpvar_14.xyz = worldNormalRefl_1;
10-23 15:47:06.976: D/Unity(12937): tmpvar_14.w = (pow ((1.0 - gbuffer1_3.w), 0.75) * 7.0);
10-23 15:47:06.976: D/Unity(12937): lowp vec4 tmpvar_15;
10-23 15:47:06.976: D/Unity(12937): tmpvar_15 = impl_low_textureCubeLodEXT (unity_SpecCube0, worldNormalRefl_1, tmpvar_14.w);
10-23 15:47:06.976: D/Unity(12937): mediump vec4 tmpvar_16;
10-23 15:47:06.976: D/Unity(12937): tmpvar_16 = tmpvar_15;
10-23 15:47:06.976: D/Unity(12937): mediump vec3 viewDir_17;
10-23 15:47:06.976: D/Unity(12937): viewDir_17 = -(tmpvar_12);
10-23 15:47:06.976: D/Unity(12937): mediump float x_18;
10-23 15:47:06.976: D/Unity(12937): x_18 = (1.0 - max (0.0, dot (tmpvar_11, viewDir_17)));
10-23 15:47:06.976: D/Unity(12937): mediump vec4 tmpvar_19;
10-23 15:47:06.976: D/Unity(12937): tmpvar_19.w = 1.0;
10-23 15:47:06.976: D/Unity(12937): tmpvar_19.xyz = (((
10-23 15:47:06.976: D/Unity(12937): (unity_SpecCube0_HDR.x * tmpvar_16.w)
10-23 15:47:06.976: D/Unity(12937): * tmpvar_16.xyz) * gbuffer0_4.w) * mix (gbuffer1_3.xyz, vec3(clamp (
10-23 15:47:06.976: D/Unity(12937): (gbuffer1_3.w + (1.0 - (1.0 - max (
10-23 15:47:06.976: D/Unity(12937): max (gbuffer1_3.x, gbuffer1_3.y)
10-23 15:47:06.976: D/Unity(12937): , gbuffer1_3.z))))
10-23 15:47:06.976: D/Unity(12937): , 0.0, 1.0)), vec3((
10-23 15:47:06.976: D/Unity(12937): (x_18 * x_18)
10-23 15:47:06.976: D/Unity(12937): *
10-23 15:47:06.976: D/Unity(12937): (x_18 * x_18)
10-23 15:47:06.976: D/Unity(12937): ))));
10-23 15:47:06.976: D/Unity(12937): mediump vec3 p_20;
10-23 15:47:06.976: D/Unity(12937): p_20 = tmpvar_7;
10-23 15:47:06.976: D/Unity(12937): mediump vec3 aabbMin_21;
10-23 15:47:06.976: D/Unity(12937): aabbMin_21 = unity_SpecCube0_BoxMin.xyz;
10-23 15:47:06.976: D/Unity(12937): mediump vec3 aabbMax_22;
10-23 15:47:06.976: D/Unity(12937): aabbMax_22 = unity_SpecCube0_BoxMax.xyz;
10-23 15:47:06.976: D/Unity(12937): mediump vec3 tmpvar_23;
10-23 15:47:06.976: D/Unity(12937): tmpvar_23 = max (max ((p_20 - aabbMax_22), (aabbMin_21 - p_20)), vec3(0.0, 0.0, 0.0));
10-23 15:47:06.976: D/Unity(12937): mediump float tmpvar_24;
10-23 15:47:06.976: D/Unity(12937): tmpvar_24 = sqrt(dot (tmpvar_23, tmpvar_23));
10-23 15:47:06.976: D/Unity(12937): mediump float tmpvar_25;
10-23 15:47:06.976: D/Unity(12937): highp float tmpvar_26;
10-23 15:47:06.976: D/Unity(12937): tmpvar_26 = clamp ((1.0 - (tmpvar_24 / unity_SpecCube1_ProbePosition.w)), 0.0, 1.0);
10-23 15:47:06.976: D/Unity(12937): tmpvar_25 = tmpvar_26;
10-23 15:47:06.976: D/Unity(12937): mediump vec4 tmpvar_27;
10-23 15:47:06.976: D/Unity(12937): tmpvar_27.xyz = tmpvar_19.xyz;
10-23 15:47:06.976: D/Unity(12937): tmpvar_27.w = tmpvar_25;
10-23 15:47:06.976: D/Unity(12937): gl_FragData[0] = tmpvar_27;
10-23 15:47:06.976: D/Unity(12937): }
10-23 15:47:06.976: D/Unity(12937): -------- failed compiling:
10-23 15:47:06.976: D/Unity(12937): fragment evaluation shader
10-23 15:47:06.976: D/Unity(12937): -------- GLSL error:
10-23 15:47:06.976: D/Unity(12937): Compile failed.
10-23 15:47:06.976: D/Unity(12937): ERROR: 0:8: ‘textureCubeLodEXT’ : no matching overloaded function found
10-23 15:47:06.976: D/Unity(12937): ERROR: 0:8: ‘return’ : function return is not matching type
10-23 15:47:06.976: D/Unity(12937): ERROR: 2 compilation errors. No code generated.
10-23 15:47:06.976: D/Unity(12937): textureCubeLodEXT or textureCubeGradEXT usage detected.
10-23 15:47:06.976: D/Unity(12937): GL_EXT_shader_texture_lod extension is buggy on PowerVR drivers.
10-23 15:47:06.976: D/Unity(12937): replacing textureCubeLodEXT->textureCubeLod and textureCubeGradEXT->textureCubeGradARB as a workaround.
10-23 15:47:07.146: D/Unity(12937): WARNING: Shader
10-23 15:47:07.146: D/Unity(12937): Unsupported: ‘Standard (Specular setup)’ - Pass ‘FORWARD’ has no vertex shader
10-23 15:47:07.146: D/Unity(12937): WARNING: Shader
10-23 15:47:07.146: D/Unity(12937): Unsupported: ‘Standard (Specular setup)’ - Pass ‘FORWARD_DELTA’ has no vertex shader
10-23 15:47:07.146: D/Unity(12937): WARNING: Shader
10-23 15:47:07.146: D/Unity(12937): Unsupported: ‘Standard (Specular setup)’ - Pass ‘SHADOWCASTER’ has no vertex shader
10-23 15:47:07.146: D/Unity(12937): WARNING: Shader
10-23 15:47:07.146: D/Unity(12937): Unsupported: ‘Standard (Specular setup)’ - All passes removed
10-23 15:47:07.156: D/Unity(12937): -------- Shader compilation failed
10-23 15:47:07.156: D/Unity(12937): #version 100
10-23 15:47:07.156: D/Unity(12937): #extension GL_EXT_shader_texture_lod : enable
10-23 15:47:07.156: D/Unity(12937): lowp vec4 impl_low_textureCubeLodEXT(lowp samplerCube sampler, highp vec3 coord, mediump float lod)
10-23 15:47:07.156: D/Unity(12937): {
10-23 15:47:07.156: D/Unity(12937): #if defined(GL_EXT_shader_texture_lod)
10-23 15:47:07.156: D/Unity(12937): return textureCubeLodEXT(sampler, coord, lod);
10-23 15:47:07.156: D/Unity(12937): #else
10-23 15:47:07.156: D/Unity(12937): return textureCube(sampler, coord, lod);
10-23 15:47:07.156: D/Unity(12937): #endif
10-23 15:47:07.156: D/Unity(12937): }
10-23 15:47:07.156: D/Unity(12937): uniform mediump vec4 _TexA_HDR;
10-23 15:47:07.156: D/Unity(12937): uniform mediump vec4 _TexB_HDR;
10-23 15:47:07.156: D/Unity(12937): uniform lowp samplerCube _TexA;
10-23 15:47:07.156: D/Unity(12937): uniform lowp samplerCube _TexB;
10-23 15:47:07.156: D/Unity(12937): uniform highp float _Level;
10-23 15:47:07.156: D/Unity(12937): uniform highp float _value;
10-23 15:47:07.156: D/Unity(12937): varying highp vec3 xlv_TEXCOORD0;
10-23 15:47:07.156: D/Unity(12937): void main ()
10-23 15:47:07.156: D/Unity(12937): {
10-23 15:47:07.156: D/Unity(12937): mediump vec3 res_1;
10-23 15:47:07.156: D/Unity(12937): mediump vec4 tmpvar_2;
10-23 15:47:07.156: D/Unity(12937): lowp vec4 tmpvar_3;
10-23 15:47:07.156: D/Unity(12937): tmpvar_3 = impl_low_textureCubeLodEXT (_TexA, xlv_TEXCOORD0, _Level);
10-23 15:47:07.156: D/Unity(12937): tmpvar_2 = tmpvar_3;
10-23 15:47:07.156: D/Unity(12937): mediump vec3 tmpvar_4;
10-23 15:47:07.156: D/Unity(12937): tmpvar_4 = ((_TexA_HDR.x * tmpvar_2.w) * tmpvar_2.xyz);
10-23 15:47:07.156: D/Unity(12937): mediump vec4 tmpvar_5;
10-23 15:47:07.156: D/Unity(12937): lowp vec4 tmpvar_6;
10-23 15:47:07.156: D/Unity(12937): tmpvar_6 = impl_low_textureCubeLodEXT (_TexB, xlv_TEXCOORD0, _Level);
10-23 15:47:07.156: D/Unity(12937): tmpvar_5 = tmpvar_6;
10-23 15:47:07.156: D/Unity(12937): mediump vec3 tmpvar_7;
10-23 15:47:07.156: D/Unity(12937): tmpvar_7 = ((_TexB_HDR.x * tmpvar_5.w) * tmpvar_5.xyz);
10-23 15:47:07.156: D/Unity(12937): highp vec3 tmpvar_8;
10-23 15:47:07.156: D/Unity(12937): tmpvar_8 = mix (tmpvar_4, tmpvar_7, vec3(_value));
10-23 15:47:07.156: D/Unity(12937): res_1 = tmpvar_8;
10-23 15:47:07.156: D/Unity(12937): mediump vec4 tmpvar_9;
10-23 15:47:07.156: D/Unity(12937): tmpvar_9.w = 1.0;
10-23 15:47:07.156: D/Unity(12937): tmpvar_9.xyz = res_1;
10-23 15:47:07.156: D/Unity(12937): gl_FragData[0] = tmpvar_9;
10-23 15:47:07.156: D/Unity(12937): }
10-23 15:47:07.156: D/Unity(12937): -------- failed compiling:
10-23 15:47:07.156: D/Unity(12937): fragment evaluation shader
10-23 15:47:07.156: D/Unity(12937): -------- GLSL error:
10-23 15:47:07.156: D/Unity(12937): Compile failed.
10-23 15:47:07.156: D/Unity(12937): ERROR: 0:8: ‘textureCubeLodEXT’ : no matching overloaded function found
10-23 15:47:07.156: D/Unity(12937): ERROR: 0:8: ‘return’ : function return is not matching type
10-23 15:47:07.156: D/Unity(12937): ERROR: 2 compilation errors. No code generated.
10-23 15:47:07.156: D/Unity(12937): textureCubeLodEXT or textureCubeGradEXT usage detected.
10-23 15:47:07.156: D/Unity(12937): GL_EXT_shader_texture_lod extension is buggy on PowerVR drivers.
10-23 15:47:07.156: D/Unity(12937): replacing textureCubeLodEXT->textureCubeLod and textureCubeGradEXT->textureCubeGradARB as a workaround.
10-23 15:47:07.161: D/Unity(12937): -------- Shader compilation failed
10-23 15:47:07.161: D/Unity(12937): #version 100
10-23 15:47:07.161: D/Unity(12937): #extension GL_EXT_shader_texture_lod : enable
10-23 15:47:07.161: D/Unity(12937): lowp vec4 impl_low_textureCubeLodEXT(lowp samplerCube sampler, highp vec3 coord, mediump float lod)
10-23 15:47:07.161: D/Unity(12937): {
10-23 15:47:07.161: D/Unity(12937): #if defined(GL_EXT_shader_texture_lod)
10-23 15:47:07.161: D/Unity(12937): return textureCubeLodEXT(sampler, coord, lod);
10-23 15:47:07.161: D/Unity(12937): #else
10-23 15:47:07.161: D/Unity(12937): return textureCube(sampler, coord, lod);
10-23 15:47:07.161: D/Unity(12937): #endif
10-23 15:47:07.161: D/Unity(12937): }
10-23 15:47:07.161: D/Unity(12937): uniform lowp samplerCube _MainTex;
10-23 15:47:07.161: D/Unity(12937): uniform mediump float _Level;
10-23 15:47:07.161: D/Unity(12937): varying mediump vec4 xlv_TEXCOORD0;
10-23 15:47:07.161: D/Unity(12937): void main ()
10-23 15:47:07.161: D/Unity(12937): {
10-23 15:47:07.161: D/Unity(12937): mediump vec4 tmpvar_1;
10-23 15:47:07.161: D/Unity(12937): lowp vec4 tmpvar_2;
10-23 15:47:07.161: D/Unity(12937): tmpvar_2 = impl_low_textureCubeLodEXT (_MainTex, xlv_TEXCOORD0.xyz, _Level);
10-23 15:47:07.161: D/Unity(12937): tmpvar_1 = tmpvar_2;
10-23 15:47:07.161: D/Unity(12937): gl_FragData[0] = tmpvar_1;
10-23 15:47:07.161: D/Unity(12937): }
10-23 15:47:07.161: D/Unity(12937): -------- failed compiling:
10-23 15:47:07.161: D/Unity(12937): fragment evaluation shader
10-23 15:47:07.161: D/Unity(12937): -------- GLSL error:
10-23 15:47:07.161: D/Unity(12937): Compile failed.
10-23 15:47:07.161: D/Unity(12937): ERROR: 0:8: ‘textureCubeLodEXT’ : no matching overloaded function found
10-23 15:47:07.161: D/Unity(12937): ERROR: 0:8: ‘return’ : function return is not matching type
10-23 15:47:07.161: D/Unity(12937): ERROR: 2 compilation errors. No code generated.
10-23 15:47:07.161: D/Unity(12937): textureCubeLodEXT or textureCubeGradEXT usage detected.
10-23 15:47:07.161: D/Unity(12937): GL_EXT_shader_texture_lod extension is buggy on PowerVR drivers.
10-23 15:47:07.161: D/Unity(12937): replacing textureCubeLodEXT->textureCubeLod and textureCubeGradEXT->textureCubeGradARB as a workaround.
10-23 15:47:07.166: D/Unity(12937): -------- Shader compilation failed
10-23 15:47:07.166: D/Unity(12937): #version 100
10-23 15:47:07.166: D/Unity(12937): #extension GL_EXT_shader_texture_lod : enable
10-23 15:47:07.166: D/Unity(12937): lowp vec4 impl_low_textureCubeLodEXT(lowp samplerCube sampler, highp vec3 coord, mediump float lod)
10-23 15:47:07.166: D/Unity(12937): {
10-23 15:47:07.166: D/Unity(12937): #if defined(GL_EXT_shader_texture_lod)
10-23 15:47:07.166: D/Unity(12937): return textureCubeLodEXT(sampler, coord, lod);
10-23 15:47:07.166: D/Unity(12937): #else
10-23 15:47:07.166: D/Unity(12937): return textureCube(sampler, coord, lod);
10-23 15:47:07.166: D/Unity(12937): #endif
10-23 15:47:07.166: D/Unity(12937): }
10-23 15:47:07.166: D/Unity(12937): uniform highp float _Level;
10-23 15:47:07.166: D/Unity(12937): uniform lowp samplerCube _MainTex;
10-23 15:47:07.166: D/Unity(12937): varying highp vec4 xlv_TEXCOORD0;
10-23 15:47:07.166: D/Unity(12937): void main ()
10-23 15:47:07.166: D/Unity(12937): {
10-23 15:47:07.166: D/Unity(12937): highp vec4 tmpvar_1;
10-23 15:47:07.166: D/Unity(12937): lowp vec4 tmpvar_2;
10-23 15:47:07.166: D/Unity(12937): tmpvar_2 = impl_low_textureCubeLodEXT (_MainTex, xlv_TEXCOORD0.xyz, _Level);
10-23 15:47:07.166: D/Unity(12937): tmpvar_1 = tmpvar_2;
10-23 15:47:07.166: D/Unity(12937): gl_FragData[0] = tmpvar_1;
10-23 15:47:07.166: D/Unity(12937): }
10-23 15:47:07.166: D/Unity(12937): -------- failed compiling:
10-23 15:47:07.166: D/Unity(12937): fragment evaluation shader
10-23 15:47:07.166: D/Unity(12937): -------- GLSL error:
10-23 15:47:07.166: D/Unity(12937): Compile failed.
10-23 15:47:07.166: D/Unity(12937): ERROR: 0:8: ‘textureCubeLodEXT’ : no matching overloaded function found
10-23 15:47:07.166: D/Unity(12937): ERROR: 0:8: ‘return’ : function return is not matching type
10-23 15:47:07.166: D/Unity(12937): ERROR: 2 compilation errors. No code generated.
10-23 15:47:07.166: D/Unity(12937): textureCubeLodEXT or textureCubeGradEXT usage detected.
10-23 15:47:07.166: D/Unity(12937): GL_EXT_shader_texture_lod extension is buggy on PowerVR drivers.
10-23 15:47:07.166: D/Unity(12937): replacing textureCubeLodEXT->textureCubeLod and textureCubeGradEXT->textureCubeGradARB as a workaround.
Most objects render correctly though, but the ones that need alpha testing are rendered as if there’s no discard in the shader.
I’m using Unity 5.2.1 btw.