Has this ever been resolved, or is there any information what was/is causing this? I’m writing a sizeable replacement shader in Unity 5.4 (no, I can’t update to 5.5+ because of middleware problems, and because this is an update for a console game where we are locked into a Unity + SDK combination), and I get
WARNING: Shader Unsupported: 'XXX' - Pass 'FORWARD' has no vertex shader
WARNING: Shader Unsupported: 'XXX' - All passes removed
for lots of subshaders. Each pass HAS a vertex shader, no compile errors are reported (I tried by intentionally adding syntax errors that were reported correctly), this is a simple fragment/vertex shader without using any advanced features.
When I look at compile/show code I get this for affected subshaders:
SubShader {
Tags { "QUEUE"="Transparent" "FORCENOSHADOWCASTING"="true" "IGNOREPROJECTOR"="true" "XXX"="YYY" }
Pass {
Name "FORWARD"
Tags { "LIGHTMODE"="ForwardBase" "QUEUE"="Transparent" "FORCENOSHADOWCASTING"="true" "IGNOREPROJECTOR"="true" "XXX"="YYY" }
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
GpuProgramID 25868756
Program "vp" {
}
Program "fp" {
}
}
}
Models using those subshaders are not rendered. Interestingly changes in a completely different subshader can change which set of shaders fail to compile…
Is there a workaround, or do I have to just try random changes until it works?
@SophiaC This problem still persists with PC Build, Unity 2019.1.12f1 , HDRP 5.7.2 and the newest pack from Nature Manufacture - Forest Environment. Is there any workaround?
Here’s some detail from a support request (case# 1191965):
When a cloud build is completed, a nice results email is sent, including the number of build warnings. My team would love to take advantage of this feature.
Unfortunately, a blank/empty project (for example: a new 3D project template), throws build warnings. Locally, there are no build warnings, but in the cloud, there are 49 warnings.
Because of this, my team can’t really “trust” the non-zero build warnings alert since there are quite a few warnings to begin with.
In the past, I’ve attempted to find a workaround, but the consensus seemed to be that there is no general purpose workaround that would support every situation. Is it possible that there is a workaround specific to our specific situation? For example, our only required build target is Windows 64-bit (no OSX, Android, Hololens, etc, etc.)
I’m seeing the same thing 2019.2.12, with limited variations. Tried reimporting files.
Failed to find expected binary shader data in ‘Hidden/Internal-GUITexture’. (Filename: ./Runtime/Shaders/SerializedShader.cpp Line: 595) WARNING: Shader Unsupported: ‘Hidden/Internal-GUITexture’ - Pass ‘’ has no vertex shader WARNING: Shader Unsupported: ‘Hidden/Internal-GUITexture’ - Pass ‘’ has no fragment shader WARNING: Shader Unsupported: ‘Hidden/Internal-GUITexture’ - Setting to default shader.