A pretty simple Shader I’m using (that works perfectly fine in the Editor) does not work in the Build. The Logs say: “Unity shader not supported on this GPU”. How could I troubleshoot this issue?
I have tried disabling Auto Graphics API in the Player Settings and added OpenGLES3 topmost instead of Direct3D11 to no avail.
Furthermore I was wondering where the “Always include Shaders” Setting in the Project Settings > Graphics has went. In the past, when I had Shaders show up as solid pink in builds, the problem was that the shaders weren’t included in the build which was easily fixed by adding them to the “Always include Shaders” list.
There should be something else in the device log that says, why exactly it’s not supported.
I’m sorry, could you elaborate on where to find said log? I’m not aware of a device log file and couldn’t find anything looking it up.
I should have also mentioned it’s a windows build, so same machine, same gpu, just not working in the game build in contrary to the editor
Oh, sorry. I didn’t process the whole message fully.
There’s a Player.log that’s accessible from the vertical ... menu in the top-right corner of the Console window. Please check this log.
Handy little shortcut, good to know!
I have consulted to the Player log initially in an attempt to get any clues on the issue, the mentioned error message is the only information I could take from it aside from how quickly it unloaded the shader again…
ERROR: Shader Lpk/LightModel/ToonLightBaseModified shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
UnloadTime: 0.976500 ms
It would suggest to provide fallbacks which I don’t deem suitable.
I’ll provide the full log in case I miss something anyway.
My next step would be to update to the recently released Unity6 LTS. Sounds like a good idea regardless of the current situation, but maybe it does resolve some things?
Is this a log from a development build or from a release build?
Development build, no release yet.
I see. In this case it’s likely the shader has no variants included in the build. May I ask you to take a look in the Editor.log after doing a build and searching for information about this shader there?
The logs do show shader warnings that I initially paid no mind to, as they were working perfectly fine. 5 “implicit truncation of vector types”.
If that confirms there’s no actual issue with the build settings or something like that but rather the shader itself is at fault, I’ll happily look into resolving these shader warnings. Here’s the compile segment from the shader in the editor log anyway.
Altough I am curious on why exactly the shader compiles with these warnings and work fine in the editor, but compiles with the same warnings and does not work in a build whilst throwing errors about GPU compability instead of some kind of shader compile issue errors.
Anyhow I’ll look into getting that fixed and report back! Do let me know if implicit truncation warnings should not be the culprit here however.
EDIT:
Shader warnings gone, still not functional unfortunately. I’m clueless again. New Shader compile section from the log.
It does say 0 variants, are they neccessarily required? I’ve just read the manual about it, would it be sufficient to add a keyword corresponding to the currently used Quality Level? for example “QUALITY_HIGH” and it would include the shader in the build that way?
There are some variants that end up in the build, so the issue is somewhere else.
Always included shaders should still be somewhere in the settings, though. You can try using those.
Alright, I’ve updated to the latest LTS which brought back the list of always included shaders luckily. Added it to the list and for the first time instead of taking <1 minute to build the game it took 13 minutes because of compiling shader variants which it seemed to have skipped entirely all previous builds. (Altough it’s also possible that’s because I tried disabling Render Graph compability mode. The game wouldn’t render at all with it due to “Not inside Renderpass” Errors which is why I switched back to it)

I thought that was it finally, however… problem persists same error. I’d provide logs to work with but they’re no different from before.
Hm. At this point, I’d like to ask for a bug report so that we can take a look at what’s happening there.
Thanks!