UCB only error: Shader unsupported: pass Pass has no vertex shader.

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?

this still an issue in 2019

1 Like

This issue continues to affect our team.

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.)

More details:

1 Like

Same problem here, MacOS Mojave

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.

WARNING: Shader
Unsupported: ‘MixedRealityToolkit/InvisibleShader’ - Pass ‘’ has no vertex shader
2018.4.10f1 same here?

Unity version: Universal Render Pipeline - 2019.3.0f6

Source control: Git Hub

Local build platform: Mac OS 10.15.2

Build target: IOS

Relevant plugins being used:
-PUN (Photon)

Does it build locally from a fresh checkout?: Yes

Full build fail log attached

Initializing Metal device caps: Apple A9 GPU

Initialize engine version: 2019.3.0f6 (27ab2135bccf)

New input system (experimental) initialized

2020-03-05 10:57:00.318563-0500 Mechroneer[1792:418503] Unbalanced calls to begin/end appearance transitions for <SplashScreenController: 0x10dd7d930>.

Shader ‘Universal Render Pipeline/Particles/Lit’: fallback shader ‘Universal Render Pipeline/Particles/SimpleLit’ not found

WARNING: Shader Unsupported: ‘Shader Graphs/Props’ - Pass ‘Universal Forward’ has no fragment shader

UnloadTime: 1.230833 ms

DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.

UnityEngine.Object:smile:ontDestroyOnLoad(Object)

DDOL:Awake()