由于未编译着色器,Unity应用程序在iOS上崩溃

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我正在尝试为iOS构建我的Unity 5.4.2f2应用程序.它没有编译错误.但是当我尝试使用 Xcode 8.0运行应用程序时,它立即崩溃,调试器报告以下错误.
Initialize engine version: 5.4.2f2 (b7e030c65c9b)
-------- Shader compilation Failed
#version 100
#extension GL_EXT_frag_depth : enable
precision highp float;
uniform highp vec4 _ProjectionParams;
uniform highp vec4 _ZBufferParams;
uniform highp mat4 unity_CameraToWorld;
uniform highp mat4 _NonJitteredVP;
uniform highp mat4 _PrevIoUsVP;
uniform highp sampler2D _CameraDepthTexture;
varying highp vec2 xlv_TEXCOORD0;
varying highp vec3 xlv_TEXCOORD1;
void main ()
{
    highp vec4 tmpvar_1;
    tmpvar_1 = texture2D (_CameraDepthTexture,xlv_TEXCOORD0);
    mediump vec2 tmpvar_2;
    highp vec4 tmpvar_3;
    tmpvar_3.w = 1.0;
    tmpvar_3.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/((
                   (_ZBufferParams.x * tmpvar_1.x)
                   + _ZBufferParams.y))));

    highp vec4 tmpvar_4;
    tmpvar_4 = (unity_CameraToWorld * tmpvar_3);

    highp vec4 tmpvar_5;
    tmpvar_5 = (_PrevIoUsVP * tmpvar_4);

    highp vec4 tmpvar_6;
    tmpvar_6 = (_NonJitteredVP * tmpvar_4);

    highp vec2 tmpvar_7;
    tmpvar_7 = (((tmpvar_5.xy / tmpvar_5.w) + 1.0) / 2.0);

    highp vec2 tmpvar_8;
    tmpvar_8 = (((tmpvar_6.xy / tmpvar_6.w) + 1.0) / 2.0);
    tmpvar_2 = (tmpvar_8 - tmpvar_7);

    mediump vec4 tmpvar_9;
    tmpvar_9.zw = vec2(0.0,1.0);
    tmpvar_9.xy = tmpvar_2;
    gl_FragDepthEXT = tmpvar_1.x;
    gl_FragData[0] = tmpvar_9;
}

Failed compiling:
fragment evaluation shader
WARNING: 0:4: extension ‘GL_EXT_frag_depth’ is not supported
ERROR: 0:38: Use of undeclared identifier ‘gl_FragDepthEXT’

Note: Creation of internal variant of shader ‘Hidden/Internal-MotionVectors’ Failed.
WARNING: Shader Unsupported: ‘Hidden/Internal-MotionVectors’ – Pass ” has no vertex shader
WARNING: Shader Unsupported: ‘Hidden/Internal-MotionVectors’ – Setting to default shader.

Xcode 8.0包含OPenGL 2.0.

Unity forum人告诉我们Unity 5.4应该没问题.但这对我不起作用.在Android设备上,我的应用程序运行良好.

解决方法

打开Unity – >编辑 – >项目设置 – >图像

然后在内置着色器设置下选择Depth Normals并选择选项no support

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