Shader error : Did not find shader kernel 'frag' to compile

Hello,

I made a full screen edge detection shader using full screen shader graph in Unity URP and implemented it into a renderer as a Renderer feature. Its working tho, I dont have any problem while playing the game in Unity but when I try to build it and play it in the actual pc it just not working. Its not even showing up, shader is not even working in the build.

There is 2 errors showing up in the console when the build process ends :

I dont what is this and why is it happening, I searced a little and didnt find anything useful, also I tried reimporting but didnt worked either.

Thanks for helping in advance…

Here is the shader script and a screen shot of shader graph (screen shot may not be very clear):


// Compiled shader for Windows, Mac, Linux

//////////////////////////////////////////////////////////////////////////
// 
// NOTE: This is *not* a valid shader file, the contents are provided just
// for information and for debugging purposes only.
// 
//////////////////////////////////////////////////////////////////////////
// Skipping shader variants that would not be included into build of current scene.

Shader "Shader Graphs/EdgeDetectionShader" {
Properties {
[HDR]  _Color ("Color", Color) = (0.000000,0.000000,0.000000,0.000000)
 _DepthLine ("DepthLine", Float) = 0.000000
 _DepthLineBias ("DepthLineBias", Float) = 0.000000
[HideInInspector] [Enum(UnityEditor.Rendering.Fullscreen.ShaderGraph.FullscreenBlendMode)]  _Fullscreen_BlendMode ("Float", Float) = 1.000000
[HideInInspector] [Enum(UnityEngine.Rendering.BlendMode)]  _Fullscreen_SrcColorBlend ("Float", Float) = 5.000000
[HideInInspector] [Enum(UnityEngine.Rendering.BlendMode)]  _Fullscreen_DstColorBlend ("Float", Float) = 10.000000
[HideInInspector] [Enum(UnityEngine.Rendering.BlendMode)]  _Fullscreen_SrcAlphaBlend ("Float", Float) = 1.000000
[HideInInspector] [Enum(UnityEngine.Rendering.BlendMode)]  _Fullscreen_DstAlphaBlend ("Float", Float) = 10.000000
[HideInInspector] [Enum(UnityEditor.ShaderGraph.BlendOp)]  _Fullscreen_ColorBlendOperation ("Float", Float) = 0.000000
[HideInInspector] [Enum(UnityEditor.ShaderGraph.BlendOp)]  _Fullscreen_AlphaBlendOperation ("Float", Float) = 0.000000
[HideInInspector] [ToggleUI]  _Fullscreen_DepthWrite ("Boolean", Float) = 0.000000
[HideInInspector] [NoScaleOffset]  unity_Lightmaps ("unity_Lightmaps", 2DArray) = "" { }
[HideInInspector] [NoScaleOffset]  unity_LightmapsInd ("unity_LightmapsInd", 2DArray) = "" { }
[HideInInspector] [NoScaleOffset]  unity_ShadowMasks ("unity_ShadowMasks", 2DArray) = "" { }
}
SubShader { 
 Tags { "RenderPipeline"="UniversalPipeline" "ShaderGraphShader"="true" "ShaderGraphTargetId"="UniversalFullscreenSubTarget" }


 // Stats for Vertex shader:
 //        d3d11: 15 math
 // Stats for Fragment shader:
 //        d3d11: 127 math, 16 branch
 Pass {
  Name "DrawProcedural"
  Tags { "RenderPipeline"="UniversalPipeline" "ShaderGraphShader"="true" "ShaderGraphTargetId"="UniversalFullscreenSubTarget" }
  ZTest False
  ZWrite [_Fullscreen_DepthWrite]
  Cull Off
  Blend [_Fullscreen_SrcColorBlend] [_Fullscreen_DstColorBlend], [_Fullscreen_SrcAlphaBlend] [_Fullscreen_DstAlphaBlend]
 BlendOp [_Fullscreen_ColorBlendOperation], [_Fullscreen_AlphaBlendOperation]
  //////////////////////////////////
  //                              //
  //      Compiled programs       //
  //                              //
  //////////////////////////////////
//////////////////////////////////////////////////////
Keywords: <none>
-- Hardware tier variant: Tier 1
-- Vertex shader for "d3d11":
// Stats: 15 math, 2 temp registers
Constant Buffer "$Globals" (2064 bytes) on slot 0 {
  Matrix4x4 unity_MatrixV at 1024
  Matrix4x4 unity_MatrixInvVP at 1280
  Vector3 _WorldSpaceCameraPos at 320
  Vector4 unity_OrthoParams at 384
  Float _FlipY at 2048
}

Shader Disassembly:
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_VertexID              0   x           0   VERTID    uint   x   
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// INTERP                   0   xyzw        1     NONE   float   xyzw
// INTERP                   1   xyzw        2     NONE   float   xyzw
//
      vs_4_0
      dcl_constantbuffer CB0[129], immediateIndexed
      dcl_input_sgv v0.x, vertex_id
      dcl_output_siv o0.xyzw, position
      dcl_output o1.xyzw
      dcl_output o2.xyzw
      dcl_temps 2
   0: ishl r0.x, v0.x, l(1)
   1: and r0.x, r0.x, l(2)
   2: and r0.z, v0.x, l(2)
   3: utof r0.xy, r0.xzxx
   4: mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
   5: mov o0.xy, r0.xyxx
   6: mov o0.zw, l(0,0,1.000000,1.000000)
   7: mul r1.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
   8: mov r1.z, l(0.500000)
   9: add r1.xyz, r1.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000)
  10: add r0.z, -r1.y, l(1.000000)
  11: lt r0.w, cb0[128].x, l(0.500000)
  12: movc r1.w, r0.w, r0.z, r1.y
  13: mov o1.xyzw, r1.xwzz
  14: mul r1.xyzw, r0.yyyy, cb0[81].xyzw
  15: mad r0.xyzw, cb0[80].xyzw, r0.xxxx, r1.xyzw
  16: add r0.xyzw, r0.xyzw, cb0[82].xyzw
  17: add r0.xyzw, r0.xyzw, cb0[83].xyzw
  18: div r0.xyz, r0.xyzx, r0.wwww
  19: add r0.xyz, -r0.xyzx, cb0[20].xyzx
  20: eq r0.w, cb0[24].w, l(0.000000)
  21: movc o2.x, r0.w, r0.x, cb0[64].z
  22: movc o2.y, r0.w, r0.y, cb0[65].z
  23: movc o2.z, r0.w, r0.z, cb0[66].z
  24: mov o2.w, l(0)
  25: ret 
// Approximately 0 instruction slots used


-- Hardware tier variant: Tier 1
-- Fragment shader for "d3d11":
// Stats: 127 math, 4 temp registers, 16 branches
Set 2D Texture "_CameraDepthTexture" to slot 0

Constant Buffer "$Globals" (2064 bytes) on slot 0 {
  Matrix4x4 unity_MatrixV at 1024
  Matrix4x4 unity_MatrixInvVP at 1280
  Vector2 _GlobalMipBias at 80
  Vector4 _ZBufferParams at 368
  Vector4 unity_OrthoParams at 384
}
Constant Buffer "UnityPerMaterial" (32 bytes) on slot 1 {
  Vector4 _Color at 0
  Float _DepthLine at 16
  Float _DepthLineBias at 20
}

Shader Disassembly:
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float       
// INTERP                   0   xyzw        1     NONE   float   xy  
// INTERP                   1   xyzw        2     NONE   float       
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET                0   xyzw        0   TARGET   float   xyzw
//
      ps_4_0
      dcl_constantbuffer CB0[84], immediateIndexed
      dcl_constantbuffer CB1[2], immediateIndexed
      dcl_sampler s0, mode_default
      dcl_resource_texture2d (float,float,float,float) t0
      dcl_input_ps linear v1.xy
      dcl_output o0.xyzw
      dcl_temps 4
   0: sample_b r0.xyzw, v1.xyxx, t0.xyzw, s0, cb0[5].x
   1: eq r0.y, cb0[24].w, l(1.000000)
   2: if_nz r0.y
   3:   mad r0.zw, v1.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
   4:   mul r1.xyzw, -r0.wwww, cb0[81].xyzw
   5:   mad r1.xyzw, cb0[80].xyzw, r0.zzzz, r1.xyzw
   6:   mad r1.xyzw, cb0[82].xyzw, r0.xxxx, r1.xyzw
   7:   add r1.xyzw, r1.xyzw, cb0[83].xyzw
   8:   div r1.xyz, r1.xyzx, r1.wwww
   9:   mul r0.z, r1.y, cb0[65].z
  10:   mad r0.z, cb0[64].z, r1.x, r0.z
  11:   mad r0.z, cb0[66].z, r1.z, r0.z
  12:   add r0.z, r0.z, cb0[67].z
  13:   mov r0.z, |r0.z|
  14: else 
  15:   mad r0.w, cb0[23].z, r0.x, cb0[23].w
  16:   div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
  17: endif 
  18: mul r0.z, r0.z, r0.x
  19: mad r0.zw, r0.zzzz, l(0.000000, 0.000000, 0.010000, 0.000000), v1.xxxy
  20: if_nz r0.y
  21:   sample_b r1.xyzw, r0.zwzz, t0.xyzw, s0, cb0[5].x
  22:   mad r1.yz, r0.zzwz, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, -1.000000, -1.000000, 0.000000)
  23:   mul r2.xyzw, -r1.zzzz, cb0[81].xyzw
  24:   mad r2.xyzw, cb0[80].xyzw, r1.yyyy, r2.xyzw
  25:   mad r1.xyzw, cb0[82].xyzw, r1.xxxx, r2.xyzw
  26:   add r1.xyzw, r1.xyzw, cb0[83].xyzw
  27:   div r1.xyz, r1.xyzx, r1.wwww
  28:   mul r1.y, r1.y, cb0[65].z
  29:   mad r1.x, cb0[64].z, r1.x, r1.y
  30:   mad r1.x, cb0[66].z, r1.z, r1.x
  31:   add r1.x, r1.x, cb0[67].z
  32:   mad r1.yz, v1.xxyx, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, -1.000000, -1.000000, 0.000000)
  33:   mul r2.xyzw, -r1.zzzz, cb0[81].xyzw
  34:   mad r2.xyzw, cb0[80].xyzw, r1.yyyy, r2.xyzw
  35:   mad r2.xyzw, cb0[82].xyzw, r0.xxxx, r2.xyzw
  36:   add r2.xyzw, r2.xyzw, cb0[83].xyzw
  37:   div r1.yzw, r2.xxyz, r2.wwww
  38:   mul r1.z, r1.z, cb0[65].z
  39:   mad r1.y, cb0[64].z, r1.y, r1.z
  40:   mad r1.y, cb0[66].z, r1.w, r1.y
  41:   add r1.y, r1.y, cb0[67].z
  42:   mov r1.xy, |r1.xyxx|
  43: else 
  44:   sample_b r2.xyzw, r0.zwzz, t0.xyzw, s0, cb0[5].x
  45:   mad r0.z, cb0[23].z, r2.x, cb0[23].w
  46:   div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
  47:   mad r0.z, cb0[23].z, r0.x, cb0[23].w
  48:   div r1.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
  49: endif 
  50: add r0.z, -r1.y, r1.x
  51: if_nz r0.y
  52:   mad r1.xz, v1.xxyx, l(2.000000, 0.000000, 2.000000, 0.000000), l(-1.000000, 0.000000, -1.000000, 0.000000)
  53:   mul r2.xyzw, -r1.zzzz, cb0[81].xyzw
  54:   mad r2.xyzw, cb0[80].xyzw, r1.xxxx, r2.xyzw
  55:   mad r2.xyzw, cb0[82].xyzw, r0.xxxx, r2.xyzw
  56:   add r2.xyzw, r2.xyzw, cb0[83].xyzw
  57:   div r1.xzw, r2.xxyz, r2.wwww
  58:   mul r0.w, r1.z, cb0[65].z
  59:   mad r0.w, cb0[64].z, r1.x, r0.w
  60:   mad r0.w, cb0[66].z, r1.w, r0.w
  61:   add r0.w, r0.w, cb0[67].z
  62:   mov r0.w, |r0.w|
  63: else 
  64:   mad r1.x, cb0[23].z, r0.x, cb0[23].w
  65:   div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
  66: endif 
  67: mul r0.w, r0.w, r0.x
  68: mad r1.xz, r0.wwww, l(0.010000, 0.000000, 0.000000, 0.000000), v1.xxyx
  69: if_nz r0.y
  70:   sample_b r2.xyzw, r1.xzxx, t0.xyzw, s0, cb0[5].x
  71:   mad r2.yz, r1.xxzx, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, -1.000000, -1.000000, 0.000000)
  72:   mul r3.xyzw, -r2.zzzz, cb0[81].xyzw
  73:   mad r3.xyzw, cb0[80].xyzw, r2.yyyy, r3.xyzw
  74:   mad r2.xyzw, cb0[82].xyzw, r2.xxxx, r3.xyzw
  75:   add r2.xyzw, r2.xyzw, cb0[83].xyzw
  76:   div r2.xyz, r2.xyzx, r2.wwww
  77:   mul r0.w, r2.y, cb0[65].z
  78:   mad r0.w, cb0[64].z, r2.x, r0.w
  79:   mad r0.w, cb0[66].z, r2.z, r0.w
  80:   add r0.w, r0.w, cb0[67].z
  81:   mov r0.w, |r0.w|
  82: else 
  83:   sample_b r2.xyzw, r1.xzxx, t0.xyzw, s0, cb0[5].x
  84:   mad r1.x, cb0[23].z, r2.x, cb0[23].w
  85:   div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
  86: endif 
  87: add r0.w, -r1.y, r0.w
  88: add r0.z, r0.w, r0.z
  89: if_nz r0.y
  90:   mad r1.xz, v1.xxyx, l(2.000000, 0.000000, 2.000000, 0.000000), l(-1.000000, 0.000000, -1.000000, 0.000000)
  91:   mul r2.xyzw, -r1.zzzz, cb0[81].xyzw
  92:   mad r2.xyzw, cb0[80].xyzw, r1.xxxx, r2.xyzw
  93:   mad r2.xyzw, cb0[82].xyzw, r0.xxxx, r2.xyzw
  94:   add r2.xyzw, r2.xyzw, cb0[83].xyzw
  95:   div r1.xzw, r2.xxyz, r2.wwww
  96:   mul r0.w, r1.z, cb0[65].z
  97:   mad r0.w, cb0[64].z, r1.x, r0.w
  98:   mad r0.w, cb0[66].z, r1.w, r0.w
  99:   add r0.w, r0.w, cb0[67].z
 100:   mov r0.w, |r0.w|
 101: else 
 102:   mad r1.x, cb0[23].z, r0.x, cb0[23].w
 103:   div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
 104: endif 
 105: mul r0.w, r0.w, r0.x
 106: mad r1.xz, r0.wwww, l(0.000000, 0.000000, 0.010000, 0.000000), v1.xxyx
 107: if_nz r0.y
 108:   sample_b r2.xyzw, r1.xzxx, t0.xyzw, s0, cb0[5].x
 109:   mad r2.yz, r1.xxzx, l(0.000000, 2.000000, 2.000000, 0.000000), l(0.000000, -1.000000, -1.000000, 0.000000)
 110:   mul r3.xyzw, -r2.zzzz, cb0[81].xyzw
 111:   mad r3.xyzw, cb0[80].xyzw, r2.yyyy, r3.xyzw
 112:   mad r2.xyzw, cb0[82].xyzw, r2.xxxx, r3.xyzw
 113:   add r2.xyzw, r2.xyzw, cb0[83].xyzw
 114:   div r2.xyz, r2.xyzx, r2.wwww
 115:   mul r0.w, r2.y, cb0[65].z
 116:   mad r0.w, cb0[64].z, r2.x, r0.w
 117:   mad r0.w, cb0[66].z, r2.z, r0.w
 118:   add r0.w, r0.w, cb0[67].z
 119:   mov r0.w, |r0.w|
 120: else 
 121:   sample_b r2.xyzw, r1.xzxx, t0.xyzw, s0, cb0[5].x
 122:   mad r1.x, cb0[23].z, r2.x, cb0[23].w
 123:   div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r1.x
 124: endif 
 125: if_nz r0.y
 126:   mad r1.xz, v1.xxyx, l(2.000000, 0.000000, 2.000000, 0.000000), l(-1.000000, 0.000000, -1.000000, 0.000000)
 127:   mul r2.xyzw, -r1.zzzz, cb0[81].xyzw
 128:   mad r2.xyzw, cb0[80].xyzw, r1.xxxx, r2.xyzw
 129:   mad r2.xyzw, cb0[82].xyzw, r0.xxxx, r2.xyzw
 130:   add r2.xyzw, r2.xyzw, cb0[83].xyzw
 131:   div r1.xzw, r2.xxyz, r2.wwww
 132:   mul r1.z, r1.z, cb0[65].z
 133:   mad r1.x, cb0[64].z, r1.x, r1.z
 134:   mad r1.x, cb0[66].z, r1.w, r1.x
 135:   add r1.x, r1.x, cb0[67].z
 136:   mov r1.x, |r1.x|
 137: else 
 138:   mad r1.z, cb0[23].z, r0.x, cb0[23].w
 139:   div r1.x, l(1.000000, 1.000000, 1.000000, 1.000000), r1.z
 140: endif 
 141: mul r0.x, r0.x, r1.x
 142: mad r1.xz, r0.xxxx, l(0.000000, 0.000000, 0.010000, 0.000000), v1.xxyx
 143: if_nz r0.y
 144:   sample_b r2.xyzw, r1.xzxx, t0.xyzw, s0, cb0[5].x
 145:   mad r0.xy, r1.xzxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
 146:   mul r3.xyzw, -r0.yyyy, cb0[81].xyzw
 147:   mad r3.xyzw, cb0[80].xyzw, r0.xxxx, r3.xyzw
 148:   mad r2.xyzw, cb0[82].xyzw, r2.xxxx, r3.xyzw
 149:   add r2.xyzw, r2.xyzw, cb0[83].xyzw
 150:   div r2.xyz, r2.xyzx, r2.wwww
 151:   mul r0.x, r2.y, cb0[65].z
 152:   mad r0.x, cb0[64].z, r2.x, r0.x
 153:   mad r0.x, cb0[66].z, r2.z, r0.x
 154:   add r0.x, r0.x, cb0[67].z
 155:   mov r0.x, |r0.x|
 156: else 
 157:   sample_b r2.xyzw, r1.xzxx, t0.xyzw, s0, cb0[5].x
 158:   mad r0.y, cb0[23].z, r2.x, cb0[23].w
 159:   div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
 160: endif 
 161: add r0.xw, -r1.yyyy, r0.xxxw
 162: add r0.x, r0.x, r0.w
 163: add_sat r0.x, r0.x, r0.z
 164: mul_sat r0.x, r0.x, cb1[1].x
 165: log r0.x, r0.x
 166: mul r0.x, r0.x, cb1[1].y
 167: exp o0.w, r0.x
 168: mov o0.xyz, cb1[0].xyzx
 169: ret 
// Approximately 0 instruction slots used


 }
 Pass {
  Name "Blit"
  Tags { "RenderPipeline"="UniversalPipeline" "ShaderGraphShader"="true" "ShaderGraphTargetId"="UniversalFullscreenSubTarget" }
  ZTest False
  ZWrite [_Fullscreen_DepthWrite]
  Cull Off
  Blend [_Fullscreen_SrcColorBlend] [_Fullscreen_DstColorBlend], [_Fullscreen_SrcAlphaBlend] [_Fullscreen_DstAlphaBlend]
 BlendOp [_Fullscreen_ColorBlendOperation], [_Fullscreen_AlphaBlendOperation]
  //////////////////////////////////
  //                              //
  //      Compiled programs       //
  //                              //
  //////////////////////////////////
//////////////////////////////////////////////////////
Keywords: <none>
-- Hardware tier variant: Tier 1
-- Vertex shader for "d3d11":
// Compile errors generating this shader.

-- Hardware tier variant: Tier 1
-- Fragment shader for "d3d11":
// Compile errors generating this shader.

 }
}
CustomEditor "UnityEditor.Rendering.Fullscreen.ShaderGraph.FullscreenShaderGUI"
Fallback "Hidden/Shader Graph/FallbackError"
}