Shader not working

by user 546555823451668481

We absolutely don’t see anything in these pictures to help you. This needs more context. Have you seen my question above?

no i didnt do that

by user 546555823451668481

getting this
Screenshot_121.png

by user 546555823451668481

Which Unity version are you on? BiRP, URP or HDRP?
Please help us help you :slightly_smiling_face:

2021.3.16f1 URP

it also shuts down with d3d11 error, i think this is not because of needle but the unity version as many user face this

by user 546555823451668481

created a new project and no such issue with it, but one of my material that is pbr is looking blck

by user 546555823451668481

the landscape is looking black in server


by user 546555823451668481

which shader is the material using?

Pbrgraph

by user 546555823451668481

Could it be that your model has black vertex colors? Can you in the PBRGraph material in Unity check β€œshow vertex colors” - does it also appear black in Unity if you do that?

It shows green whether i enable or disable vertex color

by user 546555823451668481

In unity

by user 546555823451668481

Are there any errors or warnings in the console, either in Unity or in the browser?

No errors in console after disabling vertex color it shows some material in browser but looks completely different then unity

by user 546555823451668481

by user 546555823451668481

created a duplicate material and it looks fine

by user 546555823451668481

can you tell me how many verts,animations,shadow should be there for everything to work moothly on both pc and mobile?

by user 546555823451668481

that sounds like you still had the asset label on the first material

Depends on your target devices. Generally ~200k vertices should be fine. Rendering shadows effectively renders everything twice, so keep that in mind for scene complexity and if you really need them and so on, especially when targeting low-end mobiles or mobile VR headsets.