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- Found 1 interfaces on host : 0) 192.168.0.157
- Multi-casting "[IP] 192.168.0.157 [Port] 35000 [Flags] 19 [Guid] 2085325184 [EditorId] 2176809955 [Version] 1048832 [Id] PS5Player(38,192.168.0.157):4601 [Debug] 0 [PackageName] PS5Player [ProjectName] Neolithic" to [225.0.0.222:54997]...
- VideoOut: status.resolution = SCE_VIDEO_OUT_OUTPUT_RESOLUTION_4K
- VideoOut: status.dynamicRange = SCE_VIDEO_OUT_OUTPUT_DYNAMIC_RANGE_SDR
- VideoOut: status.refreshRate = SCE_VIDEO_OUT_REFRESH_RATE_59_94HZ
- VideoOut: status.flags = 0
- Unable to register debug information for PS5 graphic resource. Enable PA Debug in devkit debug settings->Graphics to fix
- New input system (experimental) initialized
- [Subsystems] Discovering subsystems at path /app0/Media/UnitySubsystems
- [Subsystems] No descriptors matched for examples in UnitySubsystems/psvr2/UnitySubsystemsManifest.json.
- [Subsystems] 1 'inputs' descriptors matched in UnitySubsystems/psvr2/UnitySubsystemsManifest.json
- [Subsystems] 1 'displays' descriptors matched in UnitySubsystems/psvr2/UnitySubsystemsManifest.json
- [Subsystems] No descriptors matched for meshings in UnitySubsystems/psvr2/UnitySubsystemsManifest.json.
- GfxDevice: creating device client; threaded=1; jobified=1
- GfxDevice: Creating PS5 AGC device.
- GfxDevice...
- Vendor: SCE
- Version: 0x06000038
- Renderer: Agc, native gfx jobs
- GfxDevice: Assigned texture ID 11 to backbuffer color surface with index 0
- GfxDevice: Assigned texture ID 12 to backbuffer color surface with index 1
- GfxDevice: Assigned texture ID 13 to backbuffer color surface with index 2
- GfxDevice: Created backbuffer color surface
- GfxDevice: Created backbuffer depth surface with texture ID 14
- Initialize engine version: 2022.2.11f1 (621cd60d08fd)
- XRGeneral Settings awakening...
- UnityEngine.XR.Management.XRGeneralSettings:Awake()
- [Subsystems] PSVR2 XR Plugin successfully registered Provider for PSVR2 Display
- [Subsystems] PSVR2 XR Plugin successfully registered Provider for PSVR2 Input
- [Subsystems] PSVR2 XR Plugin successfully registered Provider for PSVR2 Display
- [Subsystems] Loading plugin psvr2 for subsystem PSVR2 Display...
- [Subsystems] Loading plugin psvr2 for subsystem PSVR2 Input...
- Profiler enabled
- [XR] Stereo Rendering Mode: Multi Pass
- [XR] Reprojection Scene: Disabled 2D Reprojection
- [XR] Refresh Rate: 60Hz, Reprojection Rate: 120Hz
- RequestCreateTexture
- RequestCreateTexture
- RequestCreateTexture
- RequestCreateTexture
- RequestCreateTexture
- RequestCreateTexture
- SetupRenderTextureFromXRRequest (id: 1 col: 2020a94e0 d: 0 sr: 0)
- RenderTexture::Create (id: 1)
- IVRDeviceCallback_CreateEyeTextureResources 2020a94e0
- SetupRenderTextureFromXRRequest (id: 2 col: 2020a9500 d: 0 sr: 0)
- RenderTexture::Create (id: 2)
- IVRDeviceCallback_CreateEyeTextureResources 2020a9500
- SetupRenderTextureFromXRRequest (id: 3 col: 2020a9b88 d: 0 sr: 0)
- RenderTexture::Create (id: 3)
- IVRDeviceCallback_CreateEyeTextureResources 2020a9b88
- SetupRenderTextureFromXRRequest (id: 4 col: 2020a9ba8 d: 0 sr: 0)
- RenderTexture::Create (id: 4)
- IVRDeviceCallback_CreateEyeTextureResources 2020a9ba8
- SetupRenderTextureFromXRRequest (id: 5 col: 2020aa230 d: 0 sr: 0)
- RenderTexture::Create (id: 5)
- IVRDeviceCallback_CreateEyeTextureResources 2020aa230
- SetupRenderTextureFromXRRequest (id: 6 col: 2020aa250 d: 0 sr: 0)
- RenderTexture::Create (id: 6)
- IVRDeviceCallback_CreateEyeTextureResources 2020aa250
- Odin Serializer ArchitectureInfo initialization with defaults (all unaligned read/writes disabled).
- Sirenix.Serialization.BinaryDataReader:EnterArray(Int64&)
- Sirenix.Serialization.MultiDimensionalArrayFormatter`2:DeserializeImplementation(TArray&, IDataReader)
- Sirenix.Serialization.BaseFormatter`1:Deserialize(IDataReader)
- Sirenix.Serialization.ComplexTypeSerializer`1:ReadValue(IDataReader)
- Sirenix.Serialization.Serializer`1:ReadValueWeak(IDataReader)
- Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, IDataReader)
- Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, Byte[]&, List`1&, DataFormat, DeserializationContext)
- Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, SerializationData&, DeserializationContext, Boolean, List`1)
- Sirenix.OdinInspector.SerializedScriptableObject:UnityEngine.ISerializationCallbackReceiver.OnAfterDeserialize()
- Compiled shader: Standard, pass: ShadowCaster, stage: all, keywords SHADOWS_DEPTH
- Compiled shader: Standard, pass: ShadowCaster, stage: all, keywords SHADOWS_DEPTH
- Couldn't create a Convex Mesh from source mesh "Animal_Belly_Cut_Guts_Heart" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
- Couldn't create a Convex Mesh from source mesh "Brain_04_LOD0" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
- The referenced script on this Behaviour (Game Object 'LevelManager') is missing!
- Compiled shader: Hidden/Universal Render Pipeline/CopyDepth, pass: CopyDepth, stage: all, keywords _OUTPUT_DEPTH
- Compiled shader: Hidden/Universal Render Pipeline/CopyDepth, pass: CopyDepth, stage: all, keywords _OUTPUT_DEPTH
- Compiled shader: Hidden/Universal Render Pipeline/XR/XROcclusionMesh, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/XR/XROcclusionMesh, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion, pass: SSAO_Occlusion, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Internal-GUITexture, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion, pass: SSAO_Occlusion, stage: all, keywords _INTERLEAVED_GRADIENT _SAMPLE_COUNT_LOW _SOURCE_DEPTH_MEDIUM
- Compiled shader: Hidden/Internal-GUITexture, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion, pass: SSAO_Bilateral_HorizontalBlur, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion, pass: SSAO_Bilateral_HorizontalBlur, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion, pass: SSAO_Bilateral_VerticalBlur, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion, pass: SSAO_Bilateral_VerticalBlur, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion, pass: SSAO_Bilateral_FinalBlur_AfterOpaque, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion, pass: SSAO_Bilateral_FinalBlur_AfterOpaque, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal/CoreBlit, pass: <Unnamed Pass 1>, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal/CoreBlit, pass: <Unnamed Pass 1>, stage: all, keywords <no keywords>
- UnloadTime: 0.504412 ms
- Odin Serializer detected non-white-listed runtime platform PS5; disabling all unaligned memory read/writes.
- Sirenix.Serialization.ArchitectureInfo:SetRuntimePlatform(RuntimePlatform)
- Sirenix.Serialization.UnitySerializationInitializer:Initialize()
- Compiled shader: Hidden/VFX/Food_VFXGraph/System/Output Particle Lit Quad, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: Hidden/VFX/Food_VFXGraph/System/Output Particle Lit Quad, pass: ShadowCaster, stage: all, keywords <no keywords>
- Dialogue System: No UI text element is assigned to Standard Dialogue UI's Alert UI Elements.
- PixelCrushers.DialogueSystem.StandardDialogueUI:VerifyAssignments()
- PixelCrushers.DialogueSystem.StandardDialogueUI:Awake()
- Dialogue System: No subtitle panels are assigned to Standard Dialogue UI.
- PixelCrushers.DialogueSystem.StandardDialogueUI:VerifyAssignments()
- PixelCrushers.DialogueSystem.StandardDialogueUI:Awake()
- DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
- MusicManager:Awake()
- [.\Runtime/SceneManager/SceneManager.cpp line -284251816]
- Dialogue System: No UI text element is assigned to Standard Dialogue UI's Alert UI Elements.
- PixelCrushers.DialogueSystem.StandardDialogueUI:VerifyAssignments()
- PixelCrushers.DialogueSystem.StandardDialogueUI:Awake()
- Dialogue System: No subtitle panels are assigned to Standard Dialogue UI.
- PixelCrushers.DialogueSystem.StandardDialogueUI:VerifyAssignments()
- PixelCrushers.DialogueSystem.StandardDialogueUI:Awake()
- ERROR: Shader Hidden/Crest/Underwater/Underwater Effect URP shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
- LoadLevel();
- LevelManager:LoadLevel(DataLevel)
- LevelManager:Start()
- LoadLevelRoutine();
- <LoadLevelRoutine>d__16:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- LevelManager:Start()
- Compiled shader: Hidden/Universal Render Pipeline/LutBuilderHdr, pass: LutBuilderHdr, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/LutBuilderHdr, pass: LutBuilderHdr, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/UberPost, pass: UberPost, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/UberPost, pass: UberPost, stage: all, keywords _HDR_GRADING _LINEAR_TO_SRGB_CONVERSION _USE_FAST_SRGB_LINEAR_CONVERSION
- LoadLevelRoutine(); Start;
- <LoadLevelScenesRoutine>d__20:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- <LoadLevelRoutine>d__16:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- fps 25.590 (39.078 ms), objects: 19223, coroutines: 10
- Compiled shader: UI/Default, pass: Default, stage: all, keywords <no keywords>
- Compiled shader: UI/Default, pass: Default, stage: all, keywords <no keywords>
- The referenced script (MagicLightProbes.MLPQuickEditing) on this Behaviour is missing!
- The referenced script on this Behaviour (Game Object 'Light Probe Group 0') is missing!
- A scripted object (probably MagicLightProbes.MLPQuickEditing?) has a different serialization layout when loading. (Read 32 bytes but expected 52 bytes)
- Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
- Compiled shader: _NEOL/Hair, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: _NEOL/Hair, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: _NEOL/PBR_Cutout, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: _NEOL/PBR_Cutout, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: _NEOL/PBR_Opaque, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: _NEOL/PBR_Opaque, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords _WIND_ON
- Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords _WIND_ON
- Compiled shader: _NEOL/TerrainBlend, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: _NEOL/TerrainBlend, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: _NEOL/PBR_Opaque_Emmisive, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: _NEOL/PBR_Opaque_Emmisive, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: Ian's Fire Pack/Shimmer-URP, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: Ian's Fire Pack/Shimmer-URP, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: _NEOL/Baked Grass, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: _NEOL/Baked Grass, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: Hidden/VFX/Water_Drop_VFXGraph/System/Output Particle Lit Quad, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: Hidden/VFX/Water_Drop_VFXGraph/System/Output Particle Lit Quad, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: Hidden/VFX/Water_Splash_02_VFXGraph/System/Output Particle Lit Quad, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: Hidden/VFX/Water_Splash_02_VFXGraph/System/Output Particle Lit Quad, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: Hidden/VFX/Water_Drop_VFXGraph/System (2)/Output Particle Lit Mesh, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: Hidden/VFX/Water_Drop_VFXGraph/System (2)/Output Particle Lit Mesh, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: Hidden/VFX/Water_Splash_02_VFXGraph/System (2)/Output Particle Lit Quad, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: Hidden/VFX/Water_Splash_02_VFXGraph/System (2)/Output Particle Lit Quad, pass: ShadowCaster, stage: all, keywords <no keywords>
- Tree prefab at index 15 is missing.
- The tree Prop_Static_Reed_27 couldn't be instanced because the prefab contains no valid mesh renderer.
- The tree Prop_Static_Blue_Borage_01 couldn't be instanced because the prefab contains no valid mesh renderer.
- The tree Prop_Static_Reed_30 couldn't be instanced because the prefab contains no valid mesh renderer.
- The tree Prop_Static_Reed_16 couldn't be instanced because the prefab contains no valid mesh renderer.
- Compiled shader: Hidden/Internal-GUITextureClip, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Internal-GUITextureClip, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Internal-GUITextureClipText, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Internal-GUITextureClipText, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/LutBuilderHdr, pass: LutBuilderHdr, stage: all, keywords _TONEMAP_NEUTRAL
- Compiled shader: Hidden/Universal Render Pipeline/LutBuilderHdr, pass: LutBuilderHdr, stage: all, keywords _TONEMAP_NEUTRAL
- Compiled shader: Skybox/Cubemap, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
- Compiled shader: Skybox/Cubemap, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/Bloom, pass: Bloom Prefilter, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/Bloom, pass: Bloom Prefilter, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/Bloom, pass: Bloom Blur Horizontal, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/Bloom, pass: Bloom Blur Horizontal, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/Bloom, pass: Bloom Blur Vertical, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/Bloom, pass: Bloom Blur Vertical, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/Bloom, pass: Bloom Upsample, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/Bloom, pass: Bloom Upsample, stage: all, keywords <no keywords>
- Compiled shader: Hidden/Universal Render Pipeline/UberPost, pass: UberPost, stage: all, keywords _BLOOM_LQ _HDR_GRADING _LINEAR_TO_SRGB_CONVERSION _USE_FAST_SRGB_LINEAR_CONVERSION
- Compiled shader: Fur/Shell/Lit, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: Fur/Shell/Lit, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: Fur/Shell/Lit, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: Skin_Refactor, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: Skin_Refactor, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: Universal Render Pipeline/Lit, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: Universal Render Pipeline/Lit, pass: ShadowCaster, stage: all, keywords <no keywords>
- Compiled shader: Universal Render Pipeline/Lit, pass: ShadowCaster, stage: all, keywords _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- System.NullReferenceException: Object reference not set to an instance of an object.
- at UIMenuControllerBase.SetUIMenuPointerSettings_MenuActive () [0x00000] in <00000000000000000000000000000000>:0
- UIMenuControllerBase:SetUIMenuPointerSettings_MenuActive()
- NullReferenceException: Object reference not set to an instance of an object.
- at ReferenceCharacter.RegisterObject () [0x00000] in <00000000000000000000000000000000>:0
- LoadLevelRoutine(); done;
- <LoadLevelScenesRoutine>d__20:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- Compiled shader: _NEOL/PBR_Opaque_Emmisive, pass: ShadowCaster, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/TerrainBlend, pass: Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _BLENDFROMUVORCOLOR_ON _BLENDTOTERRAINBYHEIGHTMAP_ON _BLENDTOTERRAINVERTEXCOLORR_ON _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT _UV7Y_ALBEDO_ON _UV7Y_AO_ON
- Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP _WIND_ON
- Compiled shader: _NEOL/TerrainBlend, pass: Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _BLENDFROMUVORCOLOR_ON _BLENDTOTERRAINBYHEIGHTMAP_ON _BLENDTOTERRAINVERTEXCOLORR_ON _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT _UV7Y_ALBEDO_ON _UV7Y_AO_ON
- Compiled shader: _NEOL/TerrainBlend, pass: ShadowCaster, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/TA_Standard, pass: Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: _NEOL/TerrainBlend, pass: ShadowCaster, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/TA_Standard, pass: Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: _NEOL/PBR_Opaque, pass: ShadowCaster, stage: all, keywords FOG_EXP
- Compiled shader: Universal Render Pipeline/Lit, pass: ForwardLit, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _MAIN_LIGHT_SHADOWS_CASCADE
- Compiled shader: _NEOL/PBR_Opaque, pass: ShadowCaster, stage: all, keywords FOG_EXP
- Compiled shader: Universal Render Pipeline/Lit, pass: ForwardLit, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: _NEOL/Hair, pass: ShadowCaster, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/PBR_Opaque, pass: Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: _NEOL/Hair, pass: ShadowCaster, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/PBR_Opaque, pass: Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: _NEOL/PBR_Opaque_Emmisive, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW
- Compiled shader: _NEOL/TerrainBlend, pass: Forward, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _BLENDFROMUVORCOLOR_ON _BLENDTOTERRAINBYHEIGHTMAP_ON _BLENDTOTERRAINVERTEXCOLORR_ON _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT _UV7Y_ALBEDO_ON _UV7Y_AO_ON
- Compiled shader: Universal Render Pipeline/Lit, pass: DepthOnly, stage: all, keywords <no keywords>
- Compiled shader: _NEOL/TerrainBlend, pass: Forward, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _BLENDFROMUVORCOLOR_ON _BLENDTOTERRAINBYHEIGHTMAP_ON _BLENDTOTERRAINVERTEXCOLORR_ON _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT _UV7Y_ALBEDO_ON _UV7Y_AO_ON
- Compiled shader: _NEOL/PBR_Opaque_Emmisive, pass: ShadowCaster, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/TerrainBlend, pass: Forward, stage: all, keywords FOG_EXP LIGHTMAP_ON SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _BLENDFROMUVORCOLOR_ON _BLENDTOTERRAINBYHEIGHTMAP_ON _BLENDTOTERRAINVERTEXCOLORR_ON _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT _UV7Y_ALBEDO_ON _UV7Y_AO_ON
- Compiled shader: Legacy Shaders/Particles/Additive (Soft), pass: <Unnamed Pass 0>, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/TerrainBlend, pass: Forward, stage: all, keywords FOG_EXP LIGHTMAP_ON SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _BLENDFROMUVORCOLOR_ON _BLENDTOTERRAINBYHEIGHTMAP_ON _BLENDTOTERRAINVERTEXCOLORR_ON _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT _UV7Y_ALBEDO_ON _UV7Y_AO_ON
- Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP _WIND_ON
- Compiled shader: _NEOL/TA_Standard, pass: Forward, stage: all, keywords FOG_EXP LIGHTMAP_ON SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: _NEOL/PBR_Opaque_Emmisive, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW
- Compiled shader: _NEOL/TA_Standard, pass: Forward, stage: all, keywords FOG_EXP LIGHTMAP_ON SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: Universal Render Pipeline/Lit, pass: DepthOnly, stage: all, keywords <no keywords>
- Compiled shader: _NEOL/TerrainBlend, pass: Forward, stage: all, keywords FOG_EXP LIGHTMAP_ON SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _BLENDTOTERRAINBYHEIGHTMAP_ON _BLENDTOTERRAINVERTEXCOLORR_ON _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: _NEOL/TerrainBlend, pass: ShadowCaster, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE
- Compiled shader: _NEOL/TerrainBlend, pass: Forward, stage: all, keywords FOG_EXP LIGHTMAP_ON SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _BLENDTOTERRAINBYHEIGHTMAP_ON _BLENDTOTERRAINVERTEXCOLORR_ON _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: Legacy Shaders/Particles/Additive (Soft), pass: <Unnamed Pass 0>, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/TA_Standard, pass: Forward, stage: all, keywords FOG_EXP LIGHTMAP_ON SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT _WIND_ON
- Compiled shader: _NEOL/TerrainBlend, pass: ShadowCaster, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE
- Compiled shader: _NEOL/TA_Standard, pass: Forward, stage: all, keywords FOG_EXP LIGHTMAP_ON SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT _WIND_ON
- Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW
- Compiled shader: _NEOL/PBR_Opaque_Emmisive, pass: Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: _NEOL/PBR_Opaque, pass: DepthOnly, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/PBR_Opaque_Emmisive, pass: Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: _NEOL/VFX/Fog_Ground, pass: Forward, stage: all, keywords <no keywords>
- Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW
- Compiled shader: _NEOL/PBR_Opaque, pass: DepthOnly, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/VFX/Fog_Ground, pass: Forward, stage: all, keywords <no keywords>
- Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW _WIND_ON
- Compiled shader: _NEOL/PBR_Opaque_Emmisive, pass: DepthOnly, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW _WIND_ON
- Compiled shader: TextMeshPro/Distance Field, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
- Compiled shader: _NEOL/PBR_Opaque_Emmisive, pass: DepthOnly, stage: all, keywords FOG_EXP
- Compiled shader: TextMeshPro/Distance Field, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
- Compiled shader: _NEOL/TerrainBlend, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW
- Compiled shader: _NEOL/TerrainBlend, pass: DepthOnly, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/TerrainBlend, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW
- Compiled shader: _NEOL/TerrainBlend, pass: DepthOnly, stage: all, keywords FOG_EXP
- Compiled shader: Universal Render Pipeline/Lit, pass: ShadowCaster, stage: all, keywords _CASTING_PUNCTUAL_LIGHT_SHADOW
- Compiled shader: _NEOL/TA_Standard, pass: DepthOnly, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/PBR_Opaque, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW
- Compiled shader: _NEOL/TA_Standard, pass: DepthOnly, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/PBR_Opaque, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW
- Compiled shader: _NEOL/TA_Standard, pass: DepthOnly, stage: all, keywords FOG_EXP _WIND_ON
- Compiled shader: _NEOL/Hair, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW
- Compiled shader: _NEOL/TA_Standard, pass: DepthOnly, stage: all, keywords FOG_EXP _WIND_ON
- Compiled shader: _NEOL/Hair, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW
- Compiled shader: _NEOL/TerrainBlend, pass: DepthOnly, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE
- Compiled shader: _NEOL/TerrainBlend, pass: DepthOnly, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE
- Compiled shader: Hidden/VFX/Water_Splash_02_VFXGraph/System (3)/Output Particle URP Lit Quad, pass: <Unnamed Pass 1>, stage: all, keywords FOG_EXP _ADDITIONAL_LIGHTS _MAIN_LIGHT_SHADOWS_CASCADE
- Compiled shader: Hidden/VFX/Water_Splash_02_VFXGraph/System (3)/Output Particle URP Lit Quad, pass: <Unnamed Pass 1>, stage: all, keywords FOG_EXP _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: Hidden/VFX/Water_Splash_02_VFXGraph/System/Output Particle Lit Quad, pass: Universal Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _MAIN_LIGHT_SHADOWS
- Compiled shader: Hidden/VFX/Water_Splash_02_VFXGraph/System/Output Particle Lit Quad, pass: Universal Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: Hidden/VFX/Water_Splash_02_VFXGraph/System (2)/Output Particle Lit Quad, pass: Universal Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _MAIN_LIGHT_SHADOWS
- Compiled shader: Hidden/VFX/Water_Splash_02_VFXGraph/System (2)/Output Particle Lit Quad, pass: Universal Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- fps 42.521 (23.518 ms), objects: 58904, coroutines: 4
- fps 48.558 (20.594 ms), objects: 58904, coroutines: 1
- fps 48.964 (20.423 ms), objects: 58904, coroutines: 1
- Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE
- Compiled shader: _NEOL/TA_Standard, pass: Forward, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE _CASTING_PUNCTUAL_LIGHT_SHADOW
- Compiled shader: _NEOL/TA_Standard, pass: Forward, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE
- Compiled shader: _NEOL/TerrainBlend, pass: Forward, stage: all, keywords FOG_EXP LIGHTMAP_ON LOD_FADE_CROSSFADE SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _BLENDFROMUVORCOLOR_ON _BLENDTOTERRAINBYHEIGHTMAP_ON _BLENDTOTERRAINVERTEXCOLORR_ON _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT _UV7Y_ALBEDO_ON _UV7Y_AO_ON
- Compiled shader: _NEOL/TA_Standard, pass: DepthOnly, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE
- Compiled shader: _NEOL/TerrainBlend, pass: Forward, stage: all, keywords FOG_EXP LIGHTMAP_ON LOD_FADE_CROSSFADE SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _BLENDFROMUVORCOLOR_ON _BLENDTOTERRAINBYHEIGHTMAP_ON _BLENDTOTERRAINVERTEXCOLORR_ON _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT _UV7Y_ALBEDO_ON _UV7Y_AO_ON
- Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE _CASTING_PUNCTUAL_LIGHT_SHADOW
- Compiled shader: _NEOL/TA_Standard, pass: Forward, stage: all, keywords FOG_EXP LIGHTMAP_ON LOD_FADE_CROSSFADE SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: _NEOL/TA_Standard, pass: DepthOnly, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE
- Compiled shader: _NEOL/TA_Standard, pass: Forward, stage: all, keywords FOG_EXP LIGHTMAP_ON LOD_FADE_CROSSFADE SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: _NEOL/TerrainBlend, pass: ShadowCaster, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE _CASTING_PUNCTUAL_LIGHT_SHADOW
- Compiled shader: _NEOL/TerrainBlend, pass: ShadowCaster, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE _CASTING_PUNCTUAL_LIGHT_SHADOW
- Compiled shader: Skin_Refactor, pass: ShadowCaster, stage: all, keywords FOG_EXP
- Compiled shader: Skin_Refactor, pass: ShadowCaster, stage: all, keywords FOG_EXP
- Compiled shader: Skin_Refactor, pass: DepthOnly, stage: all, keywords FOG_EXP
- Compiled shader: Skin_Refactor, pass: Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: Skin_Refactor, pass: DepthOnly, stage: all, keywords FOG_EXP
- Compiled shader: Skin_Refactor, pass: Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: _NEOL/PBR_Cutout, pass: ShadowCaster, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/PBR_Cutout, pass: DepthOnly, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/PBR_Cutout, pass: Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: _NEOL/PBR_Cutout, pass: ShadowCaster, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/PBR_Cutout, pass: DepthOnly, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/PBR_Cutout, pass: Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: _NEOL/VFX/GodRays, pass: Forward, stage: all, keywords <no keywords>
- Compiled shader: _NEOL/TA_Standard, pass: Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT _WIND_ON
- Compiled shader: _NEOL/VFX/GodRays, pass: Forward, stage: all, keywords <no keywords>
- Compiled shader: _NEOL/TA_Standard, pass: Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT _WIND_ON
- Compiled shader: Hidden/VFX/Fire_Torch_VFXGraph/System/Output Particle Quad, pass: <Unnamed Pass 0>, stage: all, keywords FOG_EXP
- Compiled shader: Hidden/VFX/Fire_Torch_VFXGraph/System/Output Particle Quad, pass: <Unnamed Pass 0>, stage: all, keywords FOG_EXP
- Compiled shader: Hidden/VFX/Fire_Torch_VFXGraph/System (2)/Output Particle Quad, pass: <Unnamed Pass 0>, stage: all, keywords FOG_EXP
- Compiled shader: Hidden/VFX/Fire_Torch_VFXGraph/System (2)/Output Particle Quad, pass: <Unnamed Pass 0>, stage: all, keywords FOG_EXP
- Compiled shader: Hidden/VFX/Water_Drop_VFXGraph/System (4)/Output Particle Unlit Quad, pass: Universal Forward, stage: all, keywords FOG_EXP
- Compiled shader: Hidden/VFX/Water_Drop_VFXGraph/System (4)/Output Particle Unlit Quad, pass: Universal Forward, stage: all, keywords FOG_EXP
- Compiled shader: Hidden/VFX/Water_Drop_VFXGraph/System/Output Particle Lit Quad, pass: Universal Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _MAIN_LIGHT_SHADOWS
- Compiled shader: Hidden/VFX/Water_Drop_VFXGraph/System/Output Particle Lit Quad, pass: Universal Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: Hidden/VFX/Water_Drop_VFXGraph/System (2)/Output Particle Lit Mesh, pass: Universal Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _MAIN_LIGHT_SHADOWS
- Compiled shader: Hidden/VFX/Water_Drop_VFXGraph/System (2)/Output Particle Lit Mesh, pass: Universal Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: Ian's Fire Pack/Shimmer-URP, pass: DepthOnly, stage: all, keywords <no keywords>
- Compiled shader: Ian's Fire Pack/Shimmer-URP, pass: Universal Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _MAIN_LIGHT_SHADOWS_CASCADE
- Compiled shader: Ian's Fire Pack/Shimmer-URP, pass: DepthOnly, stage: all, keywords <no keywords>
- Compiled shader: Ian's Fire Pack/Shimmer-URP, pass: Universal Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: Fur/Shell/Lit, pass: DepthOnly, stage: all, keywords <no keywords>
- Compiled shader: Fur/Shell/Lit, pass: ForwardLit, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: Fur/Shell/Lit, pass: DepthOnly, stage: all, keywords <no keywords>
- Compiled shader: Fur/Shell/Lit, pass: ForwardLit, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: Fur/Shell/Lit, pass: DepthOnly, stage: all, keywords <no keywords>
- Compiled shader: Fur/Shell/Lit, pass: ForwardLit, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: _NEOL/Hair, pass: DepthOnly, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/Hair, pass: Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
- Compiled shader: _NEOL/Hair, pass: DepthOnly, stage: all, keywords FOG_EXP
- Compiled shader: _NEOL/Hair, pass: Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _SHADOWS_SOFT
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