Unity internal error shader

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Upgrade NOTE: replaced ‘UNITY_INSTANCE_ID’ with ‘UNITY_VERTEX_INPUT_INSTANCE_ID’
Shader «Hidden/InternalErrorShader»
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#include «UnityCG.cginc»
struct appdata_t {
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return fixed4(1,0,1,1);
}
ENDCG
}
}
Fallback Off
}

WARNING: Shader Unsupported:’Hidden/Internal-MotionVectors’-Pass»has no vertex shade

Unity5.4.1p4
Xcode Version 8.0 (8A218a)
iPhone 7 iOS 10.0.2 (14A456)
Is making shader for Game.
The following error message occurred while executing the shader being used at compile time.

-------- -------- -------- -------- Xcode OutPut --------- ------ -------- -------- --------
-------- 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.</Code></pre>
 source code:
<pre><code>Shader "Hidden/Internal-MotionVectors"
{
    SubShader
    {
        CGINCLUDE
        #include "UnityCG.cginc"
        // Object rendering things
        float4x4 _NonJitteredVP;
        float4x4 _PreviousVP;
        float4x4 _PreviousM;
        bool _HasLastPositionData;
        float _MotionVectorDepthBias;
        struct MotionVectorData
        {
            float4 transferPos: TEXCOORD0;
            float4 transferPosOld: TEXCOORD1;
            float4 pos: SV_POSITION;
        };
        struct MotionVertexInput
        {
            float4 vertex: POSITION;
            float3 oldPos: NORMAL;
        };
        MotionVectorData VertMotionVectors (MotionVertexInput v)
        {
            MotionVectorData o;
            o.pos = UnityObjectToClipPos (v.vertex);
            // this works around an issue with dynamic batching
            // potentially remove in 5.4 when we use instancing
#if defined (UNITY_REVERSED_Z)
            o.pos.z-= _MotionVectorDepthBias * o.pos.w;
#else
            o.pos.z + = _MotionVectorDepthBias * o.pos.w;
#endif
            o.transferPos = mul (_NonJitteredVP, mul (unity_ObjectToWorld, v.vertex));
            o.transferPosOld = mul (_PreviousVP, mul (_PreviousM, _HasLastPositionData? float4 (v.oldPos, 1): v.vertex));
            return o;
        }
        half4 FragMotionVectors (MotionVectorData i): SV_Target
        {
            float3 hPos = (i.transferPos.xyz/i.transferPos.w);
            float3 hPosOld = (i.transferPosOld.xyz/i.transferPosOld.w);
            // V is the viewport position at this pixel in the range 0 to 1.
            float2 vPos = (hPos.xy + 1.0f)/2.0f;
            float2 vPosOld = (hPosOld.xy + 1.0f)/2.0f;
#if UNITY_UV_STARTS_AT_TOP
            vPos.y = 1.0-vPos.y;
            vPosOld.y = 1.0-vPosOld.y;
#endif
            half2 uvDiff = vPos-vPosOld;
            return half4 (uvDiff, 0, 1);
        }
        // Camera rendering things
        sampler2D_float _CameraDepthTexture;
        struct CamMotionVectors
        {
            float4 pos: SV_POSITION;
            float2 uv: TEXCOORD0;
            float3 ray: TEXCOORD1;
        };
        CamMotionVectors VertMotionVectorsCamera (float4 vertex: POSITION, float3 normal: NORMAL)
        {
            CamMotionVectors o;
            o.pos = UnityObjectToClipPos (vertex);
#ifdef UNITY_HALF_TEXEL_OFFSET
            o.pos.xy + = (_ScreenParams.zw-1.0) * float2 (-1, 1) * o.pos.w;
#endif
            o.uv = ComputeScreenPos (o.pos);
            // we know we are rendering a quad,
            // and the normal passed from C ++ is the raw ray.
            o.ray = normal;
            return o;
        }
        inline half2 CalculateMotion (float rawDepth, float2 inUV, float3 inRay)
        {float depth = Linear01Depth (rawDepth);
            float3 ray = inRay * (_ProjectionParams.z/inRay.z);
            float3 vPos = ray * depth;
            float4 worldPos = mul (unity_CameraToWorld, float4 (vPos, 1.0));
            float4 prevClipPos = mul (_PreviousVP, worldPos);
            float2 prevHPos = prevClipPos.xy/prevClipPos.w;
            float4 curClipPos = mul (_NonJitteredVP, worldPos);
            float2 curHPos = curClipPos.xy/curClipPos.w;
            // V is the viewport position at this pixel in the range 0 to 1.
            float2 vPosPrev = (prevHPos.xy + 1.0f)/2.0f;
            float2 vPosCur = (curHPos.xy + 1.0f)/2.0f;
#if UNITY_UV_STARTS_AT_TOP
            vPosPrev.y = 1.0-vPosPrev.y;
            vPosCur.y = 1.0-vPosCur.y;
#endif
            return vPosCur-vPosPrev;
        }
        half4 FragMotionVectorsCamera (CamMotionVectors i): SV_Target
        {
             float depth = SAMPLE_DEPTH_TEXTURE (_CameraDepthTexture, i.uv);
            return half4 (CalculateMotion (depth, i.uv, i.ray), 0, 1);
        }
        half4 FragMotionVectorsCameraWithDepth (CamMotionVectors i, out float outDepth: SV_Depth): SV_Target
        {
            float depth = SAMPLE_DEPTH_TEXTURE (_CameraDepthTexture, i.uv);
            outDepth = depth;
            return half4 (CalculateMotion (depth, i.uv, i.ray), 0, 1);
        }
        ENDCG
        // 0-Motion vectors
        Pass
        {
            Tags {"LightMode" = "MotionVectors"}
            ZTest LEqual
            Cull Back
            ZWrite Off
            CGPROGRAM
            #pragma vertex VertMotionVectors
            #pragma fragment FragMotionVectors
            ENDCG
        }
        // 1-Camera motion vectors
        Pass
        {
            ZTest Always
            Cull Off
            ZWrite Off
            CGPROGRAM
            #pragma vertex VertMotionVectorsCamera
            #pragma fragment FragMotionVectorsCamera
            ENDCG
        }
        // 2-Camera motion vectors (With depth (msaa/no render texture))
        Pass
        {
            ZTest Always
            Cull Off
            ZWrite On
            CGPROGRAM
            #pragma vertex VertMotionVectorsCamera
            #pragma fragment FragMotionVectorsCameraWithDepth
            ENDCG
        }
    }
    Fallback off
}

Try it

Please describe your approach to the issue
Visit this site
http://answers.unity3d.com/questions/1112968/shader-unsupported-no-vertex-shader-breaking-graph.htm
Found the answer.The issue was actually in another custom shader, which contained the code»#pragma exclude_renderers gles flash».WebGL uses gles, and that line stopped the shader for compiling for it.

Since it was

, I added #pragma exclude_renderers gles.

l
CGPROGRAM

I tried adding pragma exclude_renderers gles.

If i read carefully, another custom shader that says «#pragma exclude_renderers gles flash» is broken
According to the manual, #pragma exclude_renderers space separated names-only the specified renderers will not compile shaders.
Since we only specify OpenGLES2.0, we can’t compile glsl
It worked regardless of its description.

information:(language/FW/tool version etc.)

More information
project setting is
OpenGLES2.0, so good normal this WARNING: Shader Unsupported:’Hidden/Internal-MotionVectors’-Pass»has no vertex shader
OpenGLE3.0 3D object is pink Probably the common shader is not found error.
metal 3D objects are black.

Rendering Path is Forward
is.

Unity5.4.1p4
Xcode Version 8.0 (8A218a)
iPhone 7 iOS 10.0.2 (14A456)

Shaders are interesting. Wielded properly, they can create awe-inspiring effects that’ll blow your mind, but be careful. The path to that knowledge is fraught with challenges that may cause you to lose your mind. Shaders are difficult to debug, examples are hard to find, and they typically don’t work at all until they work perfectly.

I set out upon the path to shader enlightenment recently. I lost a night of sleep and 10 sanity points on my first effort. So what went wrong?

Build Fails: Check for Typos

Typos are easier to make and harder to correct in shaders. My favorite trick is to search for each my variables and make sure they all appear as highlighted. A quick scan of the document should reveal any non-highlighted variation on the variable you’re checking as a typo.

Assignments Aren’t Working Properly

This is the one that truly caused my to pull my hair out. I blame a lack of sleep as I started my first Unity shader at 2 AM and refused to give up until I found the source of my confusion.

You declare properties like this: _TilingOffset ("Tiling and Offset", Vector) = (1, 1, 0, 0). However, the same initialization style won’t work in your vert/frag functions. If you try float2 uv = (i.uv.x, i.uv.y) you’ll notice some rather frustrating behavior. (I believe the x value was used and the y value was a constant.) You’ll need to add the type to both sides like so: float2 uv = float2(i.uv.x, i.uv.y). This probably seems pretty obvious now, but I couldn’t find any examples of variable assignments and there weren’t any errors thrown from it.

Nothing Appears (Culling)

By default, shaders use culling. That means only one side of a given quad is shown. This is for efficiency reasons. In most cases, the inside of a shape will never be shown, so it saves rendering time to skip processing them. This is also why you’ll see odd patterns you see when cameras clip. You’re seeing the invisible other side of objects that should only ever be viewed from one side.

The solution to this issue is either to make sure that the proper side is always facing the camera. Or in cases where both sides should be shown, you can turn culling off. Just add Cull Off at the start of the SubShader section. Image Effect Shaders have culling off by default if you’d like to see an example.
SubShader
{
Cull Off

Nothing Appears (ZWrite Off)

Turning ZWrite Off means you’ll have to be fairly careful with your render queue to get the write display order. New Image Effect Shaders have ZWrite Off by default, but oddly, they’re not put in the Transparent Queue. This causes what might appear to be some bizarre behavior.

I tested a brand new default Image Effect Shader with my logo. Initially, I was confused as to why the logo wouldn’t appear at all. With ZWrite Off, the Render Queue essentially determined the visibility. With solid objects or even semi-transparent ones, this was fine. However, I had a UI element in the background of my scene that completely blocked the logo until the Render Queue on the logo was set to Transparency.

If you’d like to learn more, check out the documentation on the Render Queue, the documentation on Culling and Depth Testing. The legacy documentation also has a good tree example for possible depth issues with semi-transparent objects.

Undeclared identifier Errors

Unlike in other code files, the order of variables within the shader matters. You need to declare variables before you use them. If you don’t declare a variable until after the function that uses it, then you’ll get this error. Just move the declaration to the proper spot.

Example:
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = float2(v.uv.x * _TilingOffset.x + _TilingOffset.z, v.uv.y * _TilingOffset.y + _TilingOffset.w);
return o;
}
float4 _TilingOffset;
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target {
...
}

_TilingOffset is used in vert despite the fact that the declaration appears later in the file. This will fail.

Unexpected Token and Undeclared identifier Errors

This usually means you forgot a semicolon.

Tiling/Offset Not Working on Custom Shader

The tiling/offset values go unused on custom shaders unless you set up your shader to use them. To use them, just add a reference to the supplied values: float4 _MainTex_ST; (before the vert function) and replace o.uv = v.uv; with o.uv = TRANSFORM_TEX (v.uv, _MainTex); in the vert function.

Tiling Not Working

Check that the Wrap Mode on your texture asset is set to Repeat. Otherwise, when setting your tiling values greater than zero, you’ll notice the texture squishes, but not repeat.

Shader Not Appearing in Shader List

Change Shader "Hidden/YourShader" to Shader "Custom/YourShader". You could also replace the word “Custom” with something else depending on how you want to keep organized.

Summary

Few, that went on longer than I thought and I’m sure there are many more common mistakes to find. Let me know if you have a few more to add.

Bonus Trivia

You can’t create a Vector property with less than 4 elements. This is a hardware constraint. Single variables will have 3 empty values (3, 0, 0, 0). The Tiling and Offset pairs shown in the Editor are actually put into a single float4 called {TextureName}_ST.

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UNITY-BUILT-IN-SHADERS/INTERNAL-BLITCOPYWITHDEPTH.SHADER …

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From github.com


[HELP] COMPUTE SHADER: INTERNAL ERROR: NO STORAGE TYPE FOR …

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