我使用Unity2022.3.0和2022.3.5分别打包,使用的微信官方GitHub上最新的转化插件,在微信开发者工具中使用苹果14 pro max iOS:16.4扫码预览显示紫色安卓手机扫码正常iOS中也没有发现报错的日志,有没有大佬遇到过同样的问题? 我现在是降了Unity版本到2019.4.4打包出来iOS系统是可以正常预览的
在这段日志中看到应该是渲染unity默认shader不兼容问题 Note: Creation of internal variant of shader 'Hidden/Universal/CoreBlit' failed. ERROR: 0:26: Invalid use of layout 'location' ERROR: 0:35: Use of undeclared identifier '_BlitTexture'
Note: Creation of internal variant of shader 'Hidden/Universal/CoreBlit' failed. ERROR: 0:23: Invalid use of layout 'location' ERROR: 0:39: Use of undeclared identifier '_MainTex'
Note: Creation of internal variant of shader 'UI/Default' failed. ERROR: 0:23: Invalid use of layout 'location' ERROR: 0:41: Use of undeclared identifier '_MainTex'
Note: Creation of internal variant of shader 'UI/Default' failed. ERROR: 0:24: Invalid use of layout 'location' ERROR: 0:48: Use of undeclared identifier '_MainTex'
Note: Creation of internal variant of shader 'UI/Default' failed. ERROR: 0:21: Invalid use of layout 'location' ERROR: 0:37: Use of undeclared identifier '_MainTex'
Note: Creation of internal variant of shader 'UI/Default' failed. GL.End requires material.SetPass before!
[PLUGIN MONITOR] frame=139; cost=404ms; runtime=2429ms RenderingCommandBuffer: shader Hidden/Universal/CoreBlit: invalid pass index 1 in DrawProcedural
ERROR: 0:13: Invalid use of layout 'location' ERROR: 0:20: Use of undeclared identifier '_MainTex'
请问用的什么渲染管线,尝试勾选WebGL2选项
Note: Creation of internal variant of shader 'Hidden/Universal/CoreBlit' failed.
ERROR: 0:26: Invalid use of layout 'location'
ERROR: 0:35: Use of undeclared identifier '_BlitTexture'
Note: Creation of internal variant of shader 'Hidden/Universal/CoreBlit' failed.
ERROR: 0:23: Invalid use of layout 'location'
ERROR: 0:39: Use of undeclared identifier '_MainTex'
Note: Creation of internal variant of shader 'UI/Default' failed.
ERROR: 0:23: Invalid use of layout 'location'
ERROR: 0:41: Use of undeclared identifier '_MainTex'
Note: Creation of internal variant of shader 'UI/Default' failed.
ERROR: 0:24: Invalid use of layout 'location'
ERROR: 0:48: Use of undeclared identifier '_MainTex'
Note: Creation of internal variant of shader 'UI/Default' failed.
ERROR: 0:21: Invalid use of layout 'location'
ERROR: 0:37: Use of undeclared identifier '_MainTex'
Note: Creation of internal variant of shader 'UI/Default' failed.
GL.End requires material.SetPass before!
[PLUGIN MONITOR] frame=139; cost=404ms; runtime=2429ms
RenderingCommandBuffer: shader Hidden/Universal/CoreBlit: invalid pass index 1 in DrawProcedural
ERROR: 0:13: Invalid use of layout 'location'
ERROR: 0:20: Use of undeclared identifier '_MainTex'
Note: Creation of internal variant of shader 'Hidden/Internal-GUITexture' failed.
[PLUGIN MONITOR] ----启动数据监控 start----
[PLUGIN MONITOR] 启动基本信息: Object {assetLoadCost: 35, assetContentLength: 7301442, useContentEncoding: false, wasmLoadCost: 35, wasmContentLength: 4763365, …}
我们这边也是,不过去掉ios高性能+,保留ios高性能后,紫色消失了
清理下缓存
试了下ios高性能可以解决这个问题
我也是用的2022.3.5f1lts,urp管线,然后全紫