Unity-Technologies / com.unity.perception

Perception toolkit for sim2real training and validation in Unity
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Shader error in ":Parse error: syntax error, unexpected TVAL_ID, expecting TOK_SETTEXTURE or '}' at line #622

Open operatorguy123 opened 1 month ago

operatorguy123 commented 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

image_2024-05-14_011150269

image

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

                #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

ifdef VERTEX

                #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" } } } } }