(MacOS Ventura, Apple Silicon, 2021.3.19f1, URP)
I am creating a volume-dependent postprocess shader which has two passes in it. Unfortunately, I am not seeing the effect at all. Everything compiles without errors. I enter and exit the box volume, also, without errors (at least, ones dependent on entering/exiting the box volume)
However, I got the following error, which occurs exactly twice, after each new compilation, and doesn’t occur after that:
I am unable to get the error to occur again without recompiling the shader. I do know that I am not seeing my effect whatsoever. The error only seems to occur twice with each compilation.
These are what I’m using for my appdata and v2f structs:
struct appdata
{
float4 positionOS : Position;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 positionCS : SV_Position;
float2 uv : TEXCOORD0;
};
Looking it up, it seems that there might be some fundamental quirk with how Unity handles the Metal API which may require more in-depth alterations than what I can do from within Unity. I am hoping that that is not the case, however.
What can I do to avoid this error or change the shader (likely) to bypass this? Perhaps some kind of addition to my appdata or v2f struct?