Open operatorguy123 opened 1 month ago
I am trying to work on a existing project, this is the first time i am using unity and just after opening the project i get these issues
Entire code:
Shader "KFF/Unlit_MaskOnly" { Properties { _Mask ("Culling Mask", 2D) = "white" { } } SubShader { Tags { "QUEUE"="Transparent" } Pass { Tags { "QUEUE"="Transparent" } ZWrite Off Blend SrcAlpha OneMinusSrcAlpha GpuProgramID 18254 Program "vp" { SubProgram "gles " { "!!GLES
#ifdef VERTEX attribute vec4 _glesVertex; attribute vec4 _glesMultiTexCoord0; uniform highp mat4 glstate_matrix_mvp; uniform highp vec4 _Mask_ST; varying lowp vec4 xlv_COLOR0; varying highp vec2 xlv_TEXCOORD0; void main () { lowp vec4 tmpvar_1; mediump vec4 tmpvar_2; tmpvar_2 = clamp (vec4(0.0, 0.0, 0.0, 1.1), 0.0, 1.0); tmpvar_1 = tmpvar_2; highp vec4 tmpvar_3; tmpvar_3.w = 1.0; tmpvar_3.xyz = _glesVertex.xyz; xlv_COLOR0 = tmpvar_1; xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _Mask_ST.xy) + _Mask_ST.zw); gl_Position = (glstate_matrix_mvp * tmpvar_3); } #endif #ifdef FRAGMENT uniform sampler2D _Mask; varying highp vec2 xlv_TEXCOORD0; void main () { lowp vec4 tmpvar_1; tmpvar_1 = texture2D (_Mask, xlv_TEXCOORD0); gl_FragData[0] = tmpvar_1; } #endif"
} SubProgram "gles3 " { "!!GLES3
#version 300 es uniform vec4 _Time; uniform vec4 _SinTime; uniform vec4 _CosTime; uniform vec4 unity_DeltaTime; uniform vec3 _WorldSpaceCameraPos; uniform vec4 _ProjectionParams; uniform vec4 _ScreenParams; uniform vec4 _ZBufferParams; uniform vec4 unity_OrthoParams; uniform vec4 unity_CameraWorldClipPlanes[6]; uniform mat4x4 unity_CameraProjection; uniform mat4x4 unity_CameraInvProjection; uniform vec4 _WorldSpaceLightPos0; uniform vec4 _LightPositionRange; uniform vec4 unity_4LightPosX0; uniform vec4 unity_4LightPosY0; uniform vec4 unity_4LightPosZ0; uniform mediump vec4 unity_4LightAtten0; uniform mediump vec4 unity_LightColor[8]; uniform vec4 unity_LightPosition[8]; uniform mediump vec4 unity_LightAtten[8]; uniform vec4 unity_SpotDirection[8]; uniform mediump vec4 unity_SHAr; uniform mediump vec4 unity_SHAg; uniform mediump vec4 unity_SHAb; uniform mediump vec4 unity_SHBr; uniform mediump vec4 unity_SHBg; uniform mediump vec4 unity_SHBb; uniform mediump vec4 unity_SHC; uniform mediump vec3 unity_LightColor0; uniform mediump vec3 unity_LightColor1; uniform mediump vec3 unity_LightColor2; uniform mediump vec3 unity_LightColor3; uniform vec4 unity_ShadowSplitSpheres[4]; uniform vec4 unity_ShadowSplitSqRadii; uniform vec4 unity_LightShadowBias; uniform vec4 _LightSplitsNear; uniform vec4 _LightSplitsFar; uniform mat4x4 unity_World2Shadow[4]; uniform mediump vec4 _LightShadowData; uniform vec4 unity_ShadowFadeCenterAndType; uniform mat4x4 glstate_matrix_mvp; uniform mat4x4 glstate_matrix_modelview0; uniform mat4x4 glstate_matrix_invtrans_modelview0; uniform mat4x4 _Object2World; uniform mat4x4 _World2Object; uniform vec4 unity_LODFade; uniform vec4 unity_WorldTransformParams; uniform mat4x4 glstate_matrix_transpose_modelview0; uniform mat4x4 glstate_matrix_projection; uniform lowp vec4 glstate_lightmodel_ambient; uniform mat4x4 unity_MatrixV; uniform mat4x4 unity_MatrixVP; uniform lowp vec4 unity_AmbientSky; uniform lowp vec4 unity_AmbientEquator; uniform lowp vec4 unity_AmbientGround; uniform lowp vec4 unity_FogColor; uniform vec4 unity_FogParams; uniform vec4 unity_LightmapST; uniform vec4 unity_DynamicLightmapST; uniform vec4 unity_SpecCube0_BoxMax; uniform vec4 unity_SpecCube0_BoxMin; uniform vec4 unity_SpecCube0_ProbePosition; uniform mediump vec4 unity_SpecCube0_HDR; uniform vec4 unity_SpecCube1_BoxMax; uniform vec4 unity_SpecCube1_BoxMin; uniform vec4 unity_SpecCube1_ProbePosition; uniform mediump vec4 unity_SpecCube1_HDR; uniform lowp vec4 unity_ColorSpaceGrey; uniform lowp vec4 unity_ColorSpaceDouble; uniform mediump vec4 unity_ColorSpaceDielectricSpec; uniform mediump vec4 unity_ColorSpaceLuminance; uniform mediump vec4 unity_Lightmap_HDR; uniform mediump vec4 unity_DynamicLightmap_HDR; uniform vec4 _Mask_ST; in highp vec3 in_POSITION0; in highp vec3 in_TEXCOORD0; out lowp vec4 vs_COLOR0; out highp vec2 vs_TEXCOORD0; vec4 t0; void main() { t0 = vec4(0.0); vs_COLOR0 = vec4(0.0, 0.0, 0.0, 1.0); vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _Mask_ST.xy + _Mask_ST.zw; t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1]; t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0; t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0; gl_Position = t0 + glstate_matrix_mvp[3]; return; } #endif #ifdef FRAGMENT #version 300 es precision highp float; precision highp int; uniform lowp sampler2D _Mask; in highp vec2 vs_TEXCOORD0; layout(location = 0) out lowp vec4 SV_Target0; lowp vec4 t10_0; void main() { t10_0 = vec4(0.0); t10_0 = texture(_Mask, vs_TEXCOORD0.xy); SV_Target0 = t10_0; return; } #endif"
} } Program "fp" { SubProgram "gles " { "!!GLES" } SubProgram "gles3 " { "!!GLES3" } } } } }
I am trying to work on a existing project, this is the first time i am using unity and just after opening the project i get these issues
Entire code:
Shader "KFF/Unlit_MaskOnly" { Properties { _Mask ("Culling Mask", 2D) = "white" { } } SubShader { Tags { "QUEUE"="Transparent" } Pass { Tags { "QUEUE"="Transparent" } ZWrite Off Blend SrcAlpha OneMinusSrcAlpha GpuProgramID 18254 Program "vp" { SubProgram "gles " { "!!GLES
version 100
} SubProgram "gles3 " { "!!GLES3
ifdef VERTEX
} } Program "fp" { SubProgram "gles " { "!!GLES" } SubProgram "gles3 " { "!!GLES3" } } } } }