First go with V3 and samples

Ive just installed V3 and copied in the Sample project.

I am trying to build the “DepthDisplay” sample for ios and im getting a shadder error:

Shader error in 'Unlit/DepthGradient': 'mul': no matching 2 parameter intrinsic function; Possible intrinsic functions are: mul(float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint, float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint) mul(float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint, floatK|halfK|doubleK|min10floatK|min16floatK|intK|uintK|min12intK|min16intK|min16uintK) mul(float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint, floatLxK|halfLxK|doubleLxK|min10floatLxK|min16floatLxK|intLxK|uintLxK|min12intLxK|min16intLxK|min16uintLxK) mul(floatM|halfM|doubleM|min10floatM|min16floatM|intM|uintM|min12intM|min16intM|min16uintM, float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint) mul(floatM|halfM|doubleM|min10floatM|min16floatM|intM|uintM|min12intM|min16intM|min16uintM, floatM|halfM|doubleM|min10floatM|min16floatM|intM|uintM|min12intM|min16intM|min16uintM) mul(floatM|halfM|doubleM|min10floatM|min16floatM|intM|uintM|min12intM|min16intM|min16uintM, floatMxK|halfMxK|doubleMxK|min10floatMxK|min16floatMxK|intMxK|uintMxK|min12intMxK|min16intMxK|min16uintMxK) mul(floatNxM|halfNxM|doubleNxM|min10floatNxM|min16floatNxM|intNxM|uintNxM|min12intNxM|min16intNxM|min16uintNxM, float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint) mul(floatNxM|halfNxM|doubleNxM|min10floatNxM|min16floatNxM|intNxM|uintNxM|min12intNxM|min16intNxM|min16uintNxM, floatM|halfM|doubleM|min10floatM|min16floatM|intM|uintM|min12intM|min16intM|min16uintM) mul(floatNxM|halfNxM|doubleNxM|min10floatNxM|min16floatNxM|intNxM|uintNxM|min12intNxM|min16intNxM|min16uintNxM, floatMxK|halfMxK|doubleMxK|min10floatMxK|min16floatMxK|intMxK|uintMxK|min12intMxK|min16intMxK|min16uintMxK) at line 84 (on metal)

Compiling Subshader: 0, Pass: <Unnamed Pass 0>, Vertex program with <no keywords>
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2
Disabled keywords: SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_FULL_STANDARD_SHADER UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING

and

Shader error in 'Unlit/DepthGradient': undeclared identifier '_DisplayRotationPerFrame' at line 84 (on metal)

Compiling Subshader: 0, Pass: <Unnamed Pass 0>, Vertex program with <no keywords>
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2
Disabled keywords: SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_FULL_STANDARD_SHADER UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING

Im using unity 2022.2.12.

Is there a way to fix this?

Could you try 2022.3LTS with the latest AR Foundation/ARKit versions?

Still getting the error.

Using Uuity 2022.3.4f1 LTS. Unity Foundation 5.0.4. On a mac.

Shader error in 'Unlit/SemanticsDisplay': 'mul': no matching 2 parameter intrinsic function; Possible intrinsic functions are: mul(float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint, float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint) mul(float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint, floatK|halfK|doubleK|min10floatK|min16floatK|intK|uintK|min12intK|min16intK|min16uintK) mul(float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint, floatLxK|halfLxK|doubleLxK|min10floatLxK|min16floatLxK|intLxK|uintLxK|min12intLxK|min16intLxK|min16uintLxK) mul(floatM|halfM|doubleM|min10floatM|min16floatM|intM|uintM|min12intM|min16intM|min16uintM, float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint) mul(floatM|halfM|doubleM|min10floatM|min16floatM|intM|uintM|min12intM|min16intM|min16uintM, floatM|halfM|doubleM|min10floatM|min16floatM|intM|uintM|min12intM|min16intM|min16uintM) mul(floatM|halfM|doubleM|min10floatM|min16floatM|intM|uintM|min12intM|min16intM|min16uintM, floatMxK|halfMxK|doubleMxK|min10floatMxK|min16floatMxK|intMxK|uintMxK|min12intMxK|min16intMxK|min16uintMxK) mul(floatNxM|halfNxM|doubleNxM|min10floatNxM|min16floatNxM|intNxM|uintNxM|min12intNxM|min16intNxM|min16uintNxM, float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint) mul(floatNxM|halfNxM|doubleNxM|min10floatNxM|min16floatNxM|intNxM|uintNxM|min12intNxM|min16intNxM|min16uintNxM, floatM|halfM|doubleM|min10floatM|min16floatM|intM|uintM|min12intM|min16intM|min16uintM) mul(floatNxM|halfNxM|doubleNxM|min10floatNxM|min16floatNxM|intNxM|uintNxM|min12intNxM|min16intNxM|min16uintNxM, floatMxK|halfMxK|doubleMxK|min10floatMxK|min16floatMxK|intMxK|uintMxK|min12intMxK|min16intMxK|min16uintMxK) at line 84 (on metal)

Compiling Subshader: 0, Pass: <Unnamed Pass 0>, Fragment program with <no keywords>
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2
Disabled keywords: SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_FULL_STANDARD_SHADER UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING

Hi Adam,

What rendering pipeline are you using in your project? I would make sure you’re using the universal render pipeline and try to run the sample once more.

Kind Regards,
Maverick L.