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Thank you for reporting a bug to Unity. Our investigation indicates the issue originates from a third-party asset, plugin, or service, rather than Unity itself. Because the problem lies outside our codebase, we're unable to address it directly. We will close this case as a third-party issue. We recommend contacting the vendor or maintainer for support. If you have evidence that the issue is within Unity, please share it and we will re-open the investigation. More info: Some of the shaders in your project failed to compile. You can find details in the logs, but many of the "lilToon" shaders seem to fail. ScriptableBatchRenderer::ApplyShaderPass() crashes later when shader parameters are applied to one of these failed shaders. From the logs: 1) -------- Shader Hidden/lilToonFurCutout -------- GLSL link error: error: vertex shader output `vs_TEXCOORD0' declared as type `vec3', but fragment shader input declared as type `vec4' error: fragment shader input `vs_POSITION_CS_NO_JITTER0' with explicit location has no matching output error: fragment shader input `vs_TEXCOORD6' with explicit location has no matching output error: vertex shader output `vs_TEXCOORD3' declared as type `uint', but fragment shader input declared as type `vec4' error: fragment shader input `vs_TEXCOORD4' with explicit location has no matching output 2) "Shader 'Hidden/lilToonRefractionBlur' uses 53 texture parameters, more than the 32 supported by the current graphics device." 3) "Note: Creation of internal variant of shader 'Hidden/lilToonFurTwoPass' failed. -------- Shader Hidden/lilToonMultiFur -------- GLSL link error: error: vertex shader output `vs_TEXCOORD0' declared as type `vec3', but fragment shader input declared as type `vec4' error: fragment shader input `vs_POSITION_CS_NO_JITTER0' with explicit location has no matching output error: fragment shader input `vs_TEXCOORD6' with explicit location has no matching output"
Reproduction steps:
1. Open the attached “IN-148794” project
2. Open the “Scenes/SampleScene” Scene
Actual result: The Editor crashes
Expected result: The Scene opens up
Reproducible with: 6000.5.5f1, 6000.6.0b5, 6000.7.0a3
Couldn’t test with: 6000.0.79f1, 6000.3.20f1 - Shader and compilation errors
Reproducible on: Ubuntu 24.04.4, Ubuntu 26.04 (user)
Not reproducible on: Windows 11
First few lines of the stack trace:
#2 0x006387d50b9710 in ScriptableBatchRenderer::ApplyShaderPass(ShaderPassContext&, SharedMaterialData const*, Shader const*, ShaderLab::Pass*, int, int, SRPBatcherInstancingMode, DeviceRenderStateBlock const*, ShaderLab::Pass const*, ShaderLab::Pass const*)
#3 0x006387d50bf90e in ScriptableRenderLoopDrawSRPBatcher(ScriptableLoopObjectData const*, unsigned long, SharedRendererScene const&, DrawRenderersCommand const&, ShaderPassContext&, GfxDevice&, int, BatchRendererGroupMetadataCacheContext const*)
#4 0x006387d50c1e9a in ScriptableRenderLoopDrawDispatch(ScriptableLoopObjectData const*, unsigned long, SharedRendererScene const&, DrawRenderersCommand const&, ShaderPassContext&, GfxDevice&, int, BatchRendererGroupMetadataCacheContext const*)
#5 0x006387d50cb1c6 in ScriptableRenderLoopJob(GfxDeviceAsyncCommand::ArgScratch*, GfxDeviceAsyncCommand::Arg const*)
#6 0x006387d5418a32 in GfxDevice::ExecuteAsync(int, void (GfxDeviceAsyncCommand::ArgScratch*, GfxDeviceAsyncCommand::Arg const*), GfxDeviceAsyncCommand::ArgScratch*, GfxDeviceAsyncCommand::Arg const, JobFence const&)
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