My project builds just fine but I’m getting this warning in UCB build log. When I downloaded the build and launched it my object with a material that uses this shader is all black. The problem is that my shader pass does indeed have a vertex shader and no shader warnings in the build log when I build the project on my computer - everything displays correctly there.
Is there some UCB limitation regarding custom shaders?
I’m building on Windows. Is bug related to this statement from another post?
Unity version: 5.5.0f3
Source control: Unity Collaborate,
Local build platform: Windows 10 Pro 64 bit,
Build target: Windows standalone 64 bit,
Relevant plugins: nothing that I can think of.
Yes it builds locally from a fresh checkout.
Do you know when this bug could possibly be fixed?
@Adam-Sowinski_1 While we’re aware of this issue, we’re still looking for more information to help us resolve it. For example, can you provide any screenshots of what your build looks like after building with these warnings appearing?
Once I have a more definite answer on a time frame for a fix, I will let you know
I got the same problem.
I’m using some custom shaders and everything works when I build locally. But when I build via Cloud only Android works. iOS gives me the following warnings:
285: [Unity] WARNING: Shader Unsupported: ‘Unlit/Texture_color’ - Pass ‘’ has no vertex shader
286: [Unity] WARNING: Shader Unsupported: ‘Unlit/Texture_color’ - Setting to default shader.
287: [Unity] WARNING: Shader Unsupported: ‘Unlit/Transparent Color Cutout’ - Pass ‘’ has no vertex shader
288: [Unity] WARNING: Shader Unsupported: ‘Unlit/Transparent Color Cutout’ - Setting to default shader.
289: [Unity] WARNING: Shader Unsupported: ‘Custom/Premultiplied’ - Pass ‘’ has no vertex shader
290: [Unity] WARNING: Shader Unsupported: ‘Custom/Premultiplied’ - Setting to default shader.
291: [Unity] WARNING: Shader Unsupported: ‘Unlit/Transparent Color ZOFF’ - Pass ‘’ has no vertex shader
292: [Unity] WARNING: Shader Unsupported: ‘Unlit/Transparent Color ZOFF’ - Setting to default shader.
293: [Unity] WARNING: Shader Unsupported: ‘Custom/Unlit_SphereInside’ - Pass ‘’ has no vertex shader
294: [Unity] WARNING: Shader Unsupported: ‘Custom/Unlit_SphereInside’ - Setting to default shader.
295: [Unity] WARNING: Shader Unsupported: ‘Unlit/Transparent Color’ - Pass ‘’ has no vertex shader
296: [Unity] WARNING: Shader Unsupported: ‘Unlit/Transparent Color’ - Setting to default shader.
297: [Unity] WARNING: Shader Unsupported: ‘Unlit/Texture color (Supports Lightmap)’ - Pass ‘’ has no vertex shader
298: [Unity] WARNING: Shader Unsupported: ‘Unlit/Texture color (Supports Lightmap)’ - Setting to default shader.
299: [Unity] WARNING: Shader Unsupported: ‘GoogleVR/SolidColor’ - Pass ‘’ has no vertex shader
300: [Unity] WARNING: Shader Unsupported: ‘GoogleVR/SolidColor’ - Setting to default shader.
301: [Unity] WARNING: Shader Unsupported: ‘TextMeshPro/Mobile/Bitmap’ - Pass ‘’ has no vertex shader
302: [Unity] WARNING: Shader Unsupported: ‘Unlit/Transparent Color Cutout(supports lightmap)’ - Pass ‘’ has no vertex shader
303: [Unity] WARNING: Shader Unsupported: ‘Unlit/Transparent Color Cutout(supports lightmap)’ - Setting to default shader.
The result is invisible meshes. The colliders and scripts seem to work, I just don’t see the objects.
Unity version: 5.4.1f1
Source Control: github/sourcetree
XCode: 8.0.0
Local buld platform: MacOS 10.12 for iOS, Win 7 for Android
Plugins: Happens with shaders for TextMeshPro, GoogleVR but also other custom shaders not used in plugins
Actually, I can’t share a screenshot here but I’m using The Lab Rendered shaders, it’s very easy to create an empty project, import the Lab Renderer set the shader to vr_standard and build it locally vs in the UCB. Basically all materials that are rendered using vr_standard shader are black.
@Adam-Sowinski_1 : I pulled down the The Lab Renderer in 5.5.0f3, set it up to build one of the example scenes, and made a build for windows in Unity Cloud Build. Running the build on my windows machine, the objects using the vr_standard shader were rendered correctly (rather than all black as indicated). If possible, can you get me a minimal project that reproduces the issue?
Those warnings are just warnings about compiling in the editor. Since those shaders are d3d11 only and all of our builds run on OSX hardware you will end up with these types of warnings in the build log when it tries to load those shaders in the editor at build time. They should not have any effect on the runtime shaders.
My previous shader error went away and i was able to make a cloud build. However I just tried the other day and now i get a fail for another shader. Which i have attached to this post. The shader should be supported for mobile and builds fine locally.
@GreatNimbus : The error for your last build was not the same as the one being discussed here. You ran into the “error communicating with the shader compiler process” problem, which is a known issue that happens occasionally (and we are working with the graphics team to track down the root cause for). Try running another build.
Any advice on fixing this? I am experiencing this error on Unity 5.6.0, OS X El Capitan in standalone build only (in Editor it works fine). I have a wireframe shader that uses geometry shader and get pink material (shader missing) and an error:
WARNING: Shader Unsupported: ‘Wilberforce/Wireframe’ - Pass ‘’ has no vertex shader.