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Question by kingbreedicus · Jan 30, 2017 at 10:48 AM · c#unity 5shaders

Help...Android Shader Crash !!!

My game crashes on the device, but only the second time I run the application, and then only when I load the maingame scene after going thru the menus?

Heres the callstack

  /lib/x86/libunity.so (FillParamsBaseGLES(unsigned int, GpuProgramParameters&, PropertyNamesSet*)+3306)
 /lib/x86/libunity.so (GlslGpuProgramGLES::FillParams(unsigned int, GpuProgramParameters&, PropertyNamesSet*)+106)
 /lib/x86/libunity.so (GlslGpuProgramGLES::GlslGpuProgramGLES(ShaderGpuProgramType, dynamic_array<unsigned char, 1u> const&, CreateGpuProgramOutput&)+359)
 /lib/x86/libunity.so (CreateGpuProgram(ShaderGpuProgramType, dynamic_array<unsigned char, 1u> const&, CreateGpuProgramOutput&)+364)
 /lib/x86/libunity.so (GfxDevice::CreateGpuProgram(ShaderGpuProgramType, dynamic_array<unsigned char, 1u> const&, CreateGpuProgramOutput&)+46)
 /lib/x86/libunity.so (ShaderLab::SubProgram::Compile()+559)
 /lib/x86/libunity.so (ShaderLab::SubProgram::EnsureCompiled() const+38)
 /lib/x86/libunity.so (ShaderLab::Program::CreateFromSerializedProgram(ShaderLab::SerializedProgram const&, ShaderType, int, PropertyNamesSet*, Shader const*)+182)
 /lib/x86/libunity.so (ShaderLab::Pass::CreateFromSerializedPass(ShaderLab::SerializedPass const&, Shader const*)+943)
 /lib/x86/libunity.so (ShaderLab::SubShader::CreateFromSerializedSubShader(ShaderLab::SerializedSubShader const&, std::vector<PPtr<Shader>, std::allocator<PPtr<Shader> > >&, bool, Shader*)+719)
 /lib/x86/libunity.so (ShaderLab::IntShader::CreateFromSerializedShader(ShaderLab::SerializedShader const&, std::vector<PPtr<Shader>, std::allocator<PPtr<Shader> > >&, bool, Shader*)+1971)
 /lib/x86/libunity.so (ShaderFromSerializedShader(ShaderLab::SerializedShader const*, std::vector<PPtr<Shader>, std::allocator<PPtr<Shader> > >&, bool, Shader*)+58)
 /lib/x86/libunity.so (Shader::CreateFromParsedForm()+322)
 /lib/x86/libunity.so (Shader::AwakeFromLoad(AwakeFromLoadMode)+73)
 /lib/x86/libunity.so (AwakeFromLoadQueue::PersistentManagerAwakeSingleObject(Object&, AwakeFromLoadMode)+132)
 /lib/x86/libunity.so (PersistentManager::IntegrateObjectAndUnlockIntegrationMutexInternal(int)+312)
 /lib/x86/libunity.so (TimeSliceAwakeFromLoadQueue::IntegrateTimeSliced(int)+953)
 /lib/x86/libunity.so (LoadSceneOperation::IntegrateTimeSliced(int)+43)
 /lib/x86/libunity.so (PreloadManager::UpdatePreloadingSingleStep(PreloadManager::UpdatePreloadingFlags, int)+307)
 /lib/x86/libunity.so (PreloadManager::WaitForAllAsyncOperationsToComplete()+135)
 /lib/x86/libunity.so (PreloadManager::UpdatePreloading()+200)
 /lib/x86/libunity.so (InitPlayerLoopCallbacks()::EarlyUpdateUpdatePreloadingstruct::Forward()+78)
 /lib/x86/libunity.so (PlayerLoop()+321)
 /lib/x86/libunity.so (UnityPlayerLoop()+610)
 /lib/x86/libunity.so (nativeRender(_JNIEnv*, _jobject*)+274)

Whats the best way of debugging one like this? Cheers

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Answer by kingbreedicus · Jan 31, 2017 at 12:45 AM

Fixed... oddly it runs fine on a different device, and produces this in the log.

 01-30 20:33:23.390: D/Unity(13810): WARNING: Shader 
 
 01-30 20:33:23.390: D/Unity(13810): Unsupported: 'Hidden/Dof/DX11Dof' - Pass '' has no vertex shader
 
 01-30 20:33:23.390: D/Unity(13810): WARNING: Shader 
 
 01-30 20:33:23.390: D/Unity(13810): Unsupported: 'Hidden/Dof/DX11Dof' - Setting to default shader.

so, I delete the DOF Shader, the problem goes away :)

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