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senis_kenis

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Mar 22nd, 2023
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  1. Found 1 interfaces on host : 0) 192.168.0.157
  2. 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]...
  3. VideoOut: status.resolution = SCE_VIDEO_OUT_OUTPUT_RESOLUTION_4K
  4. VideoOut: status.dynamicRange = SCE_VIDEO_OUT_OUTPUT_DYNAMIC_RANGE_SDR
  5. VideoOut: status.refreshRate = SCE_VIDEO_OUT_REFRESH_RATE_59_94HZ
  6. VideoOut: status.flags = 0
  7. Unable to register debug information for PS5 graphic resource. Enable PA Debug in devkit debug settings->Graphics to fix
  8. New input system (experimental) initialized
  9. [Subsystems] Discovering subsystems at path /app0/Media/UnitySubsystems
  10. [Subsystems] No descriptors matched for examples in UnitySubsystems/psvr2/UnitySubsystemsManifest.json.
  11. [Subsystems] 1 'inputs' descriptors matched in UnitySubsystems/psvr2/UnitySubsystemsManifest.json
  12. [Subsystems] 1 'displays' descriptors matched in UnitySubsystems/psvr2/UnitySubsystemsManifest.json
  13. [Subsystems] No descriptors matched for meshings in UnitySubsystems/psvr2/UnitySubsystemsManifest.json.
  14. GfxDevice: creating device client; threaded=1; jobified=1
  15. GfxDevice: Creating PS5 AGC device.
  16. GfxDevice...
  17. Vendor: SCE
  18. Version: 0x06000038
  19. Renderer: Agc, native gfx jobs
  20. GfxDevice: Assigned texture ID 11 to backbuffer color surface with index 0
  21. GfxDevice: Assigned texture ID 12 to backbuffer color surface with index 1
  22. GfxDevice: Assigned texture ID 13 to backbuffer color surface with index 2
  23. GfxDevice: Created backbuffer color surface
  24. GfxDevice: Created backbuffer depth surface with texture ID 14
  25. Initialize engine version: 2022.2.11f1 (621cd60d08fd)
  26. XRGeneral Settings awakening...
  27. UnityEngine.XR.Management.XRGeneralSettings:Awake()
  28.  
  29. [Subsystems] PSVR2 XR Plugin successfully registered Provider for PSVR2 Display
  30. [Subsystems] PSVR2 XR Plugin successfully registered Provider for PSVR2 Input
  31. [Subsystems] PSVR2 XR Plugin successfully registered Provider for PSVR2 Display
  32. [Subsystems] Loading plugin psvr2 for subsystem PSVR2 Display...
  33. [Subsystems] Loading plugin psvr2 for subsystem PSVR2 Input...
  34. Profiler enabled
  35. [XR] Stereo Rendering Mode: Multi Pass
  36. [XR] Reprojection Scene: Disabled 2D Reprojection
  37. [XR] Refresh Rate: 60Hz, Reprojection Rate: 120Hz
  38. RequestCreateTexture
  39. RequestCreateTexture
  40. RequestCreateTexture
  41. RequestCreateTexture
  42. RequestCreateTexture
  43. RequestCreateTexture
  44. SetupRenderTextureFromXRRequest (id: 1 col: 2020a94e0 d: 0 sr: 0)
  45. RenderTexture::Create (id: 1)
  46. IVRDeviceCallback_CreateEyeTextureResources 2020a94e0
  47. SetupRenderTextureFromXRRequest (id: 2 col: 2020a9500 d: 0 sr: 0)
  48. RenderTexture::Create (id: 2)
  49. IVRDeviceCallback_CreateEyeTextureResources 2020a9500
  50. SetupRenderTextureFromXRRequest (id: 3 col: 2020a9b88 d: 0 sr: 0)
  51. RenderTexture::Create (id: 3)
  52. IVRDeviceCallback_CreateEyeTextureResources 2020a9b88
  53. SetupRenderTextureFromXRRequest (id: 4 col: 2020a9ba8 d: 0 sr: 0)
  54. RenderTexture::Create (id: 4)
  55. IVRDeviceCallback_CreateEyeTextureResources 2020a9ba8
  56. SetupRenderTextureFromXRRequest (id: 5 col: 2020aa230 d: 0 sr: 0)
  57. RenderTexture::Create (id: 5)
  58. IVRDeviceCallback_CreateEyeTextureResources 2020aa230
  59. SetupRenderTextureFromXRRequest (id: 6 col: 2020aa250 d: 0 sr: 0)
  60. RenderTexture::Create (id: 6)
  61. IVRDeviceCallback_CreateEyeTextureResources 2020aa250
  62. Odin Serializer ArchitectureInfo initialization with defaults (all unaligned read/writes disabled).
  63. Sirenix.Serialization.BinaryDataReader:EnterArray(Int64&)
  64. Sirenix.Serialization.MultiDimensionalArrayFormatter`2:DeserializeImplementation(TArray&, IDataReader)
  65. Sirenix.Serialization.BaseFormatter`1:Deserialize(IDataReader)
  66. Sirenix.Serialization.ComplexTypeSerializer`1:ReadValue(IDataReader)
  67. Sirenix.Serialization.Serializer`1:ReadValueWeak(IDataReader)
  68. Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, IDataReader)
  69. Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, Byte[]&, List`1&, DataFormat, DeserializationContext)
  70. Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, SerializationData&, DeserializationContext, Boolean, List`1)
  71. Sirenix.OdinInspector.SerializedScriptableObject:UnityEngine.ISerializationCallbackReceiver.OnAfterDeserialize()
  72.  
  73. Compiled shader: Standard, pass: ShadowCaster, stage: all, keywords SHADOWS_DEPTH
  74. Compiled shader: Standard, pass: ShadowCaster, stage: all, keywords SHADOWS_DEPTH
  75. 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.
  76. 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.
  77. The referenced script on this Behaviour (Game Object 'LevelManager') is missing!
  78. Compiled shader: Hidden/Universal Render Pipeline/CopyDepth, pass: CopyDepth, stage: all, keywords _OUTPUT_DEPTH
  79. Compiled shader: Hidden/Universal Render Pipeline/CopyDepth, pass: CopyDepth, stage: all, keywords _OUTPUT_DEPTH
  80. Compiled shader: Hidden/Universal Render Pipeline/XR/XROcclusionMesh, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
  81. Compiled shader: Hidden/Universal Render Pipeline/XR/XROcclusionMesh, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
  82. Compiled shader: Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion, pass: SSAO_Occlusion, stage: all, keywords <no keywords>
  83. Compiled shader: Hidden/Internal-GUITexture, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
  84. Compiled shader: Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion, pass: SSAO_Occlusion, stage: all, keywords _INTERLEAVED_GRADIENT _SAMPLE_COUNT_LOW _SOURCE_DEPTH_MEDIUM
  85. Compiled shader: Hidden/Internal-GUITexture, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
  86. Compiled shader: Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion, pass: SSAO_Bilateral_HorizontalBlur, stage: all, keywords <no keywords>
  87. Compiled shader: Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion, pass: SSAO_Bilateral_HorizontalBlur, stage: all, keywords <no keywords>
  88. Compiled shader: Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion, pass: SSAO_Bilateral_VerticalBlur, stage: all, keywords <no keywords>
  89. Compiled shader: Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion, pass: SSAO_Bilateral_VerticalBlur, stage: all, keywords <no keywords>
  90. Compiled shader: Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion, pass: SSAO_Bilateral_FinalBlur_AfterOpaque, stage: all, keywords <no keywords>
  91. Compiled shader: Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion, pass: SSAO_Bilateral_FinalBlur_AfterOpaque, stage: all, keywords <no keywords>
  92. Compiled shader: Hidden/Universal/CoreBlit, pass: <Unnamed Pass 1>, stage: all, keywords <no keywords>
  93. Compiled shader: Hidden/Universal/CoreBlit, pass: <Unnamed Pass 1>, stage: all, keywords <no keywords>
  94. UnloadTime: 0.504412 ms
  95. Odin Serializer detected non-white-listed runtime platform PS5; disabling all unaligned memory read/writes.
  96. Sirenix.Serialization.ArchitectureInfo:SetRuntimePlatform(RuntimePlatform)
  97. Sirenix.Serialization.UnitySerializationInitializer:Initialize()
  98.  
  99. Compiled shader: Hidden/VFX/Food_VFXGraph/System/Output Particle Lit Quad, pass: ShadowCaster, stage: all, keywords <no keywords>
  100. Compiled shader: Hidden/VFX/Food_VFXGraph/System/Output Particle Lit Quad, pass: ShadowCaster, stage: all, keywords <no keywords>
  101. Dialogue System: No UI text element is assigned to Standard Dialogue UI's Alert UI Elements.
  102. PixelCrushers.DialogueSystem.StandardDialogueUI:VerifyAssignments()
  103. PixelCrushers.DialogueSystem.StandardDialogueUI:Awake()
  104.  
  105. Dialogue System: No subtitle panels are assigned to Standard Dialogue UI.
  106. PixelCrushers.DialogueSystem.StandardDialogueUI:VerifyAssignments()
  107. PixelCrushers.DialogueSystem.StandardDialogueUI:Awake()
  108.  
  109. DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
  110. MusicManager:Awake()
  111.  
  112. [.\Runtime/SceneManager/SceneManager.cpp line -284251816]
  113.  
  114. Dialogue System: No UI text element is assigned to Standard Dialogue UI's Alert UI Elements.
  115. PixelCrushers.DialogueSystem.StandardDialogueUI:VerifyAssignments()
  116. PixelCrushers.DialogueSystem.StandardDialogueUI:Awake()
  117.  
  118. Dialogue System: No subtitle panels are assigned to Standard Dialogue UI.
  119. PixelCrushers.DialogueSystem.StandardDialogueUI:VerifyAssignments()
  120. PixelCrushers.DialogueSystem.StandardDialogueUI:Awake()
  121.  
  122. ERROR: Shader Hidden/Crest/Underwater/Underwater Effect URP shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
  123. LoadLevel();
  124. LevelManager:LoadLevel(DataLevel)
  125. LevelManager:Start()
  126.  
  127. LoadLevelRoutine();
  128. <LoadLevelRoutine>d__16:MoveNext()
  129. UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
  130. LevelManager:Start()
  131.  
  132. Compiled shader: Hidden/Universal Render Pipeline/LutBuilderHdr, pass: LutBuilderHdr, stage: all, keywords <no keywords>
  133. Compiled shader: Hidden/Universal Render Pipeline/LutBuilderHdr, pass: LutBuilderHdr, stage: all, keywords <no keywords>
  134. Compiled shader: Hidden/Universal Render Pipeline/UberPost, pass: UberPost, stage: all, keywords <no keywords>
  135. Compiled shader: Hidden/Universal Render Pipeline/UberPost, pass: UberPost, stage: all, keywords _HDR_GRADING _LINEAR_TO_SRGB_CONVERSION _USE_FAST_SRGB_LINEAR_CONVERSION
  136. LoadLevelRoutine(); Start;
  137. <LoadLevelScenesRoutine>d__20:MoveNext()
  138. UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
  139. <LoadLevelRoutine>d__16:MoveNext()
  140. UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
  141.  
  142. fps 25.590 (39.078 ms), objects: 19223, coroutines: 10
  143. Compiled shader: UI/Default, pass: Default, stage: all, keywords <no keywords>
  144. Compiled shader: UI/Default, pass: Default, stage: all, keywords <no keywords>
  145. The referenced script (MagicLightProbes.MLPQuickEditing) on this Behaviour is missing!
  146. The referenced script on this Behaviour (Game Object 'Light Probe Group 0') is missing!
  147. A scripted object (probably MagicLightProbes.MLPQuickEditing?) has a different serialization layout when loading. (Read 32 bytes but expected 52 bytes)
  148. Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
  149. Compiled shader: _NEOL/Hair, pass: ShadowCaster, stage: all, keywords <no keywords>
  150. Compiled shader: _NEOL/Hair, pass: ShadowCaster, stage: all, keywords <no keywords>
  151. Compiled shader: _NEOL/PBR_Cutout, pass: ShadowCaster, stage: all, keywords <no keywords>
  152. Compiled shader: _NEOL/PBR_Cutout, pass: ShadowCaster, stage: all, keywords <no keywords>
  153. Compiled shader: _NEOL/PBR_Opaque, pass: ShadowCaster, stage: all, keywords <no keywords>
  154. Compiled shader: _NEOL/PBR_Opaque, pass: ShadowCaster, stage: all, keywords <no keywords>
  155. Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords <no keywords>
  156. Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords <no keywords>
  157. Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords _WIND_ON
  158. Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords _WIND_ON
  159. Compiled shader: _NEOL/TerrainBlend, pass: ShadowCaster, stage: all, keywords <no keywords>
  160. Compiled shader: _NEOL/TerrainBlend, pass: ShadowCaster, stage: all, keywords <no keywords>
  161. Compiled shader: _NEOL/PBR_Opaque_Emmisive, pass: ShadowCaster, stage: all, keywords <no keywords>
  162. Compiled shader: _NEOL/PBR_Opaque_Emmisive, pass: ShadowCaster, stage: all, keywords <no keywords>
  163. Compiled shader: Ian's Fire Pack/Shimmer-URP, pass: ShadowCaster, stage: all, keywords <no keywords>
  164. Compiled shader: Ian's Fire Pack/Shimmer-URP, pass: ShadowCaster, stage: all, keywords <no keywords>
  165. Compiled shader: _NEOL/Baked Grass, pass: ShadowCaster, stage: all, keywords <no keywords>
  166. Compiled shader: _NEOL/Baked Grass, pass: ShadowCaster, stage: all, keywords <no keywords>
  167. Compiled shader: Hidden/VFX/Water_Drop_VFXGraph/System/Output Particle Lit Quad, pass: ShadowCaster, stage: all, keywords <no keywords>
  168. Compiled shader: Hidden/VFX/Water_Drop_VFXGraph/System/Output Particle Lit Quad, pass: ShadowCaster, stage: all, keywords <no keywords>
  169. Compiled shader: Hidden/VFX/Water_Splash_02_VFXGraph/System/Output Particle Lit Quad, pass: ShadowCaster, stage: all, keywords <no keywords>
  170. Compiled shader: Hidden/VFX/Water_Splash_02_VFXGraph/System/Output Particle Lit Quad, pass: ShadowCaster, stage: all, keywords <no keywords>
  171. Compiled shader: Hidden/VFX/Water_Drop_VFXGraph/System (2)/Output Particle Lit Mesh, pass: ShadowCaster, stage: all, keywords <no keywords>
  172. Compiled shader: Hidden/VFX/Water_Drop_VFXGraph/System (2)/Output Particle Lit Mesh, pass: ShadowCaster, stage: all, keywords <no keywords>
  173. Compiled shader: Hidden/VFX/Water_Splash_02_VFXGraph/System (2)/Output Particle Lit Quad, pass: ShadowCaster, stage: all, keywords <no keywords>
  174. Compiled shader: Hidden/VFX/Water_Splash_02_VFXGraph/System (2)/Output Particle Lit Quad, pass: ShadowCaster, stage: all, keywords <no keywords>
  175. Tree prefab at index 15 is missing.
  176. The tree Prop_Static_Reed_27 couldn't be instanced because the prefab contains no valid mesh renderer.
  177. The tree Prop_Static_Blue_Borage_01 couldn't be instanced because the prefab contains no valid mesh renderer.
  178. The tree Prop_Static_Reed_30 couldn't be instanced because the prefab contains no valid mesh renderer.
  179. The tree Prop_Static_Reed_16 couldn't be instanced because the prefab contains no valid mesh renderer.
  180. Compiled shader: Hidden/Internal-GUITextureClip, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
  181. Compiled shader: Hidden/Internal-GUITextureClip, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
  182. Compiled shader: Hidden/Internal-GUITextureClipText, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
  183. Compiled shader: Hidden/Internal-GUITextureClipText, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
  184. Compiled shader: Hidden/Universal Render Pipeline/LutBuilderHdr, pass: LutBuilderHdr, stage: all, keywords _TONEMAP_NEUTRAL
  185. Compiled shader: Hidden/Universal Render Pipeline/LutBuilderHdr, pass: LutBuilderHdr, stage: all, keywords _TONEMAP_NEUTRAL
  186. Compiled shader: Skybox/Cubemap, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
  187. Compiled shader: Skybox/Cubemap, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
  188. Compiled shader: Hidden/Universal Render Pipeline/Bloom, pass: Bloom Prefilter, stage: all, keywords <no keywords>
  189. Compiled shader: Hidden/Universal Render Pipeline/Bloom, pass: Bloom Prefilter, stage: all, keywords <no keywords>
  190. Compiled shader: Hidden/Universal Render Pipeline/Bloom, pass: Bloom Blur Horizontal, stage: all, keywords <no keywords>
  191. Compiled shader: Hidden/Universal Render Pipeline/Bloom, pass: Bloom Blur Horizontal, stage: all, keywords <no keywords>
  192. Compiled shader: Hidden/Universal Render Pipeline/Bloom, pass: Bloom Blur Vertical, stage: all, keywords <no keywords>
  193. Compiled shader: Hidden/Universal Render Pipeline/Bloom, pass: Bloom Blur Vertical, stage: all, keywords <no keywords>
  194. Compiled shader: Hidden/Universal Render Pipeline/Bloom, pass: Bloom Upsample, stage: all, keywords <no keywords>
  195. Compiled shader: Hidden/Universal Render Pipeline/Bloom, pass: Bloom Upsample, stage: all, keywords <no keywords>
  196. 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
  197. Compiled shader: Fur/Shell/Lit, pass: ShadowCaster, stage: all, keywords <no keywords>
  198. Compiled shader: Fur/Shell/Lit, pass: ShadowCaster, stage: all, keywords <no keywords>
  199. Compiled shader: Fur/Shell/Lit, pass: ShadowCaster, stage: all, keywords <no keywords>
  200. Compiled shader: Skin_Refactor, pass: ShadowCaster, stage: all, keywords <no keywords>
  201. Compiled shader: Skin_Refactor, pass: ShadowCaster, stage: all, keywords <no keywords>
  202. Compiled shader: Universal Render Pipeline/Lit, pass: ShadowCaster, stage: all, keywords <no keywords>
  203. Compiled shader: Universal Render Pipeline/Lit, pass: ShadowCaster, stage: all, keywords <no keywords>
  204. Compiled shader: Universal Render Pipeline/Lit, pass: ShadowCaster, stage: all, keywords _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  205. System.NullReferenceException: Object reference not set to an instance of an object.
  206. at UIMenuControllerBase.SetUIMenuPointerSettings_MenuActive () [0x00000] in <00000000000000000000000000000000>:0
  207. UIMenuControllerBase:SetUIMenuPointerSettings_MenuActive()
  208.  
  209. NullReferenceException: Object reference not set to an instance of an object.
  210. at ReferenceCharacter.RegisterObject () [0x00000] in <00000000000000000000000000000000>:0
  211.  
  212. LoadLevelRoutine(); done;
  213. <LoadLevelScenesRoutine>d__20:MoveNext()
  214. UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
  215.  
  216. Compiled shader: _NEOL/PBR_Opaque_Emmisive, pass: ShadowCaster, stage: all, keywords FOG_EXP
  217. Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP
  218. Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP
  219. 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
  220. Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP _WIND_ON
  221. 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
  222. Compiled shader: _NEOL/TerrainBlend, pass: ShadowCaster, stage: all, keywords FOG_EXP
  223. 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
  224. Compiled shader: _NEOL/TerrainBlend, pass: ShadowCaster, stage: all, keywords FOG_EXP
  225. 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
  226. Compiled shader: _NEOL/PBR_Opaque, pass: ShadowCaster, stage: all, keywords FOG_EXP
  227. Compiled shader: Universal Render Pipeline/Lit, pass: ForwardLit, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _MAIN_LIGHT_SHADOWS_CASCADE
  228. Compiled shader: _NEOL/PBR_Opaque, pass: ShadowCaster, stage: all, keywords FOG_EXP
  229. 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
  230. Compiled shader: _NEOL/Hair, pass: ShadowCaster, stage: all, keywords FOG_EXP
  231. 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
  232. Compiled shader: _NEOL/Hair, pass: ShadowCaster, stage: all, keywords FOG_EXP
  233. 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
  234. Compiled shader: _NEOL/PBR_Opaque_Emmisive, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW
  235. 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
  236. Compiled shader: Universal Render Pipeline/Lit, pass: DepthOnly, stage: all, keywords <no keywords>
  237. 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
  238. Compiled shader: _NEOL/PBR_Opaque_Emmisive, pass: ShadowCaster, stage: all, keywords FOG_EXP
  239. 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
  240. Compiled shader: Legacy Shaders/Particles/Additive (Soft), pass: <Unnamed Pass 0>, stage: all, keywords FOG_EXP
  241. 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
  242. Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP _WIND_ON
  243. 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
  244. Compiled shader: _NEOL/PBR_Opaque_Emmisive, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW
  245. 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
  246. Compiled shader: Universal Render Pipeline/Lit, pass: DepthOnly, stage: all, keywords <no keywords>
  247. 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
  248. Compiled shader: _NEOL/TerrainBlend, pass: ShadowCaster, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE
  249. 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
  250. Compiled shader: Legacy Shaders/Particles/Additive (Soft), pass: <Unnamed Pass 0>, stage: all, keywords FOG_EXP
  251. 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
  252. Compiled shader: _NEOL/TerrainBlend, pass: ShadowCaster, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE
  253. 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
  254. Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW
  255. 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
  256. Compiled shader: _NEOL/PBR_Opaque, pass: DepthOnly, stage: all, keywords FOG_EXP
  257. 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
  258. Compiled shader: _NEOL/VFX/Fog_Ground, pass: Forward, stage: all, keywords <no keywords>
  259. Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW
  260. Compiled shader: _NEOL/PBR_Opaque, pass: DepthOnly, stage: all, keywords FOG_EXP
  261. Compiled shader: _NEOL/VFX/Fog_Ground, pass: Forward, stage: all, keywords <no keywords>
  262. Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW _WIND_ON
  263. Compiled shader: _NEOL/PBR_Opaque_Emmisive, pass: DepthOnly, stage: all, keywords FOG_EXP
  264. Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW _WIND_ON
  265. Compiled shader: TextMeshPro/Distance Field, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
  266. Compiled shader: _NEOL/PBR_Opaque_Emmisive, pass: DepthOnly, stage: all, keywords FOG_EXP
  267. Compiled shader: TextMeshPro/Distance Field, pass: <Unnamed Pass 0>, stage: all, keywords <no keywords>
  268. Compiled shader: _NEOL/TerrainBlend, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW
  269. Compiled shader: _NEOL/TerrainBlend, pass: DepthOnly, stage: all, keywords FOG_EXP
  270. Compiled shader: _NEOL/TerrainBlend, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW
  271. Compiled shader: _NEOL/TerrainBlend, pass: DepthOnly, stage: all, keywords FOG_EXP
  272. Compiled shader: Universal Render Pipeline/Lit, pass: ShadowCaster, stage: all, keywords _CASTING_PUNCTUAL_LIGHT_SHADOW
  273. Compiled shader: _NEOL/TA_Standard, pass: DepthOnly, stage: all, keywords FOG_EXP
  274. Compiled shader: _NEOL/PBR_Opaque, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW
  275. Compiled shader: _NEOL/TA_Standard, pass: DepthOnly, stage: all, keywords FOG_EXP
  276. Compiled shader: _NEOL/PBR_Opaque, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW
  277. Compiled shader: _NEOL/TA_Standard, pass: DepthOnly, stage: all, keywords FOG_EXP _WIND_ON
  278. Compiled shader: _NEOL/Hair, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW
  279. Compiled shader: _NEOL/TA_Standard, pass: DepthOnly, stage: all, keywords FOG_EXP _WIND_ON
  280. Compiled shader: _NEOL/Hair, pass: ShadowCaster, stage: all, keywords FOG_EXP _CASTING_PUNCTUAL_LIGHT_SHADOW
  281. Compiled shader: _NEOL/TerrainBlend, pass: DepthOnly, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE
  282. Compiled shader: _NEOL/TerrainBlend, pass: DepthOnly, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE
  283. 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
  284. 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
  285. 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
  286. 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
  287. 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
  288. 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
  289. fps 42.521 (23.518 ms), objects: 58904, coroutines: 4
  290. fps 48.558 (20.594 ms), objects: 58904, coroutines: 1
  291. fps 48.964 (20.423 ms), objects: 58904, coroutines: 1
  292. Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE
  293. 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
  294. Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE _CASTING_PUNCTUAL_LIGHT_SHADOW
  295. 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
  296. Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE
  297. 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
  298. Compiled shader: _NEOL/TA_Standard, pass: DepthOnly, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE
  299. 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
  300. Compiled shader: _NEOL/TA_Standard, pass: ShadowCaster, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE _CASTING_PUNCTUAL_LIGHT_SHADOW
  301. 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
  302. Compiled shader: _NEOL/TA_Standard, pass: DepthOnly, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE
  303. 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
  304. Compiled shader: _NEOL/TerrainBlend, pass: ShadowCaster, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE _CASTING_PUNCTUAL_LIGHT_SHADOW
  305. Compiled shader: _NEOL/TerrainBlend, pass: ShadowCaster, stage: all, keywords FOG_EXP LOD_FADE_CROSSFADE _CASTING_PUNCTUAL_LIGHT_SHADOW
  306. Compiled shader: Skin_Refactor, pass: ShadowCaster, stage: all, keywords FOG_EXP
  307. Compiled shader: Skin_Refactor, pass: ShadowCaster, stage: all, keywords FOG_EXP
  308. Compiled shader: Skin_Refactor, pass: DepthOnly, stage: all, keywords FOG_EXP
  309. 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
  310. Compiled shader: Skin_Refactor, pass: DepthOnly, stage: all, keywords FOG_EXP
  311. 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
  312. Compiled shader: _NEOL/PBR_Cutout, pass: ShadowCaster, stage: all, keywords FOG_EXP
  313. Compiled shader: _NEOL/PBR_Cutout, pass: DepthOnly, stage: all, keywords FOG_EXP
  314. 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
  315. Compiled shader: _NEOL/PBR_Cutout, pass: ShadowCaster, stage: all, keywords FOG_EXP
  316. Compiled shader: _NEOL/PBR_Cutout, pass: DepthOnly, stage: all, keywords FOG_EXP
  317. 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
  318. Compiled shader: _NEOL/VFX/GodRays, pass: Forward, stage: all, keywords <no keywords>
  319. 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
  320. Compiled shader: _NEOL/VFX/GodRays, pass: Forward, stage: all, keywords <no keywords>
  321. 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
  322. Compiled shader: Hidden/VFX/Fire_Torch_VFXGraph/System/Output Particle Quad, pass: <Unnamed Pass 0>, stage: all, keywords FOG_EXP
  323. Compiled shader: Hidden/VFX/Fire_Torch_VFXGraph/System/Output Particle Quad, pass: <Unnamed Pass 0>, stage: all, keywords FOG_EXP
  324. Compiled shader: Hidden/VFX/Fire_Torch_VFXGraph/System (2)/Output Particle Quad, pass: <Unnamed Pass 0>, stage: all, keywords FOG_EXP
  325. Compiled shader: Hidden/VFX/Fire_Torch_VFXGraph/System (2)/Output Particle Quad, pass: <Unnamed Pass 0>, stage: all, keywords FOG_EXP
  326. Compiled shader: Hidden/VFX/Water_Drop_VFXGraph/System (4)/Output Particle Unlit Quad, pass: Universal Forward, stage: all, keywords FOG_EXP
  327. Compiled shader: Hidden/VFX/Water_Drop_VFXGraph/System (4)/Output Particle Unlit Quad, pass: Universal Forward, stage: all, keywords FOG_EXP
  328. 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
  329. 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
  330. 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
  331. 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
  332. Compiled shader: Ian's Fire Pack/Shimmer-URP, pass: DepthOnly, stage: all, keywords <no keywords>
  333. Compiled shader: Ian's Fire Pack/Shimmer-URP, pass: Universal Forward, stage: all, keywords FOG_EXP SHADOWS_SHADOWMASK _ADDITIONAL_LIGHTS _MAIN_LIGHT_SHADOWS_CASCADE
  334. Compiled shader: Ian's Fire Pack/Shimmer-URP, pass: DepthOnly, stage: all, keywords <no keywords>
  335. 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
  336. Compiled shader: Fur/Shell/Lit, pass: DepthOnly, stage: all, keywords <no keywords>
  337. 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
  338. Compiled shader: Fur/Shell/Lit, pass: DepthOnly, stage: all, keywords <no keywords>
  339. 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
  340. Compiled shader: Fur/Shell/Lit, pass: DepthOnly, stage: all, keywords <no keywords>
  341. 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
  342. Compiled shader: _NEOL/Hair, pass: DepthOnly, stage: all, keywords FOG_EXP
  343. 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
  344. Compiled shader: _NEOL/Hair, pass: DepthOnly, stage: all, keywords FOG_EXP
  345. 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
  346.  
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