Shader Compilation Failed

I have had this problem for 5 days now, but I am no closer to figuring out how to fix this.
After I build my Game for an IOS device in Unity, I build it in Xcode. It loads the game on my device BUT…
The game will not launch, it just crashes moments after I tap the icon.
I am building off the latest Xcode to an iPad Air and iPhone 5 both on IOS 9.3.2

Here is my Case number (809054)

I built it for the profiler and I get this ERROR in the Console Log


-------- Shader compilation failed
#version 100
#extension GL_EXT_frag_depth : enable
precision highp float;
uniform highp vec4 _ProjectionParams;
uniform highp vec4 _ZBufferParams;
uniform highp mat4 unity_CameraToWorld;
uniform highp mat4 _PreviousVP;
uniform highp sampler2D _CameraDepthTexture;
varying highp vec2 xlv_TEXCOORD0;
varying highp vec3 xlv_TEXCOORD1;
void main ()
{
highp vec4 tmpvar_1;
tmpvar_1 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0);
mediump vec2 tmpvar_2;
highp vec4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/((
(_ZBufferParams.x * tmpvar_1.x)

  • _ZBufferParams.y))));
    highp vec4 tmpvar_4;
    tmpvar_4 = (_PreviousVP * (unity_CameraToWorld * tmpvar_3));
    highp vec2 tmpvar_5;
    tmpvar_5 = (((tmpvar_4.xy / tmpvar_4.w) + 1.0) / 2.0);
    tmpvar_2 = (xlv_TEXCOORD0 - tmpvar_5);
    mediump vec4 tmpvar_6;
    tmpvar_6.zw = vec2(0.0, 1.0);
    tmpvar_6.xy = tmpvar_2;
    gl_FragDepthEXT = tmpvar_1.x;
    gl_FragData[0] = tmpvar_6;
    }
    -------- failed compiling:
    fragment evaluation shader
    WARNING: 0:4: extension ‘GL_EXT_frag_depth’ is not supported
    ERROR: 0:31: Use of undeclared identifier ‘gl_FragDepthEXT’

Note: Creation of internal variant of shader ‘Hidden/Internal-MotionVectors’ failed.
WARNING: Shader Unsupported: ‘Hidden/Internal-MotionVectors’ - Pass ‘’ has no vertex shader
WARNING: Shader Unsupported: ‘Hidden/Internal-MotionVectors’ - Setting to default shader.
UnloadTime: 5.886416 ms
FSM not Preprocessed: Game Over Manager : FSM
AddEventHandlerComponent: PlayMakerFixedUpdate
FSM not Preprocessed: Controls : FSM
AddEventHandlerComponent: PlayMakerFixedUpdate
FSM not Preprocessed: Ball : FSM
AddEventHandlerComponent: PlayMakerFixedUpdate
FSM not Preprocessed: Ball : FSM
2016-06-25 18:19:40.800 COLOR4MEN[2650:1180300] Initializing Unity Ads version 1506 (Unity 5.4.0b19) with gameId 117496

I feel like I am falling on deaf ears with this forum.

Can someone please help me! DAY 5 with this problem and I really need help!

I dont think crash because of shader! No one helping as you not explained properly. Does the game work in editor? What error message within xcode the point of the crash? I think it maybe to outdated plugin…

Judging purely by the shader error its quite possible that the devices you’re using do not support depth write or motion vectors. You can test this with code via something like this.

@theprotonfactor_1
But how do I disable those features if my devices do not support them?
It’s strange because they all worked one day, then suddenly stopped working.

@MrEsquire
The game runs perfectly in the Editor, and it builds from Xcode to the device.
All my plugins are up to date and support Unity 5 so I am at a lose of what to do.

I disabled those specific features I think, I attached a screenshot of where I turned them off.
That error regarding Shader compilation failing is gone, but the game still crashes and I now get this error Message below

2016-06-29 14:37:00.221 COLOR4MEN[3340:1404157] → registered mono modules 0x1439ce0

→ applicationDidFinishLaunching()

→ applicationDidBecomeActive()

Renderer: PowerVR SGX 543

Vendor: Imagination Technologies

Version: OpenGL ES 2.0 IMGSGX543-124.1

GLES: 2

GL_OES_depth_texture GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_clip_distance GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_APPLE_texture_packed_float GL_IMG_read_format GL_IMG_texture_comp

ression_pvrtc

OPENGL LOG: Creating OpenGL ES 2.0 graphics device ; Context level <OpenGL ES 2.0> ; Context handle 368472816

Initialize engine version: 5.4.0b23 (23638bb68284)

OnLevelWasLoaded was found on DOTweenComponent

This message has been deprecated and will be removed in a later version of Unity.

Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed

(Filename: Line: 375)

OnLevelWasLoaded was found on ShowcaseGUI

This message has been deprecated and will be removed in a later version of Unity.

Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed

(Filename: Line: 375)

OnLevelWasLoaded was found on PlayMakerFSM

This message has been deprecated and will be removed in a later version of Unity.

Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed

(Filename: Line: 375)

UnloadTime: 5.373333 ms

FSM not Preprocessed: Game Over Manager : FSM

AddEventHandlerComponent: PlayMakerFixedUpdate

FSM not Preprocessed: Controls : FSM

AddEventHandlerComponent: PlayMakerFixedUpdate

FSM not Preprocessed: Ball : FSM

AddEventHandlerComponent: PlayMakerFixedUpdate

FSM not Preprocessed: Ball : FSM

2016-06-29 14:37:05.514 COLOR4MEN[3340:1404157] Initializing Unity Ads version 1506 (Unity 5.4.0b23) with gameId 117496

GetBanner shoudl be called only after Init function. Call ignored

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

2016-06-29 14:37:05.681 COLOR4MEN[3340:1404157] google ad Inited

2016-06-29 14:37:05.681 COLOR4MEN[3340:1404157] ad unity id: ca-app-pub-4516703388804383/9412377955

2016-06-29 14:37:05.681 COLOR4MEN[3340:1404157] ChangeInterstisialsUnitID

2016-06-29 14:37:05.682 COLOR4MEN[3340:1404157] interstitial ad unity id: ca-app-pub-4516703388804383/9240594357

2016-06-29 14:37:05.683 COLOR4MEN[3340:1404157] GAD: CreateBanner

2016-06-29 14:37:05.683 COLOR4MEN[3340:1404157] GAD: InitBanner

2016-06-29 14:37:06.033 COLOR4MEN[3340:1404157] IOS 8 detected

2016-06-29 14:37:06.034 COLOR4MEN[3340:1404157] GAD: StartBannerRequest

2016-06-29 14:37:06.059 COLOR4MEN[3340:1404251] To get test ads on this device, call: request.testDevices = @[ @“9095064911c32483c4128817cec17a86” ];

Setting up 1 worker threads for Enlighten.

Thread → id: 416f1000 → priority: 1