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Timeline for Water shader Breaks on Build

Current License: CC BY-SA 4.0

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Oct 2 at 12:19 comment added Mashimaro7 @Kevin Well, i posted the answer, but i fixed it by updating to the latest LTS. I wasn't in a super old one, a slightly older 2021 one, but switching to the latest 2022 fixed it.
Oct 2 at 12:16 vote accept Mashimaro7
Oct 2 at 12:16 answer added Mashimaro7 timeline score: 0
Oct 2 at 9:45 comment added Mashimaro7 @kevin Yeah, no luck. The quality was set to ultra. I tried disabling all the lower settings just in case, still broken.
Sep 30 at 19:18 comment added Kevin @Mashimaro7 The only suggestion I can think of offhand is to check whether the default quality setting for builds (in Project Settings > Quality) is different than the quality setting you currently have active in the Editor.
Sep 29 at 9:16 comment added Mashimaro7 @Kevin PC, I've tried every different graphics API with the same result. Still haven't been able to figure out what's causing it. On Unity 2021.3.38 if it matters
Sep 28 at 0:47 comment added Kevin What kind of build/target platform? Which graphics API is being used (DirectX, Vulcan, Metal, OpenGL)? Is this URP or HDRP? Note that many shaders that work on desktop will not work on mobile.
Sep 21 at 16:16 comment added Mashimaro7 @DMGregory The water being absent is not the issue.The shader seems to break entirely, you can see the difference between the two images, the broken one just looks like a flat shader whereas the one in editor has waves and ripples and colour variation, the fact that it turns mostly transparent(it doesn't disappear, if you look very closely, it's still slightly visible even though it looks invisible) is just an issue on top of the fact that the shader seems to break entirely. But here's the whole video, youtu.be/wVeBPN8fokA you can fast forward to about 1:20 after seeing the first one.
Sep 21 at 15:13 comment added DMGregory It sounds like it would be good to record a short video of what you're seeing in build. From a still image, it's hard to tell the difference between the water being absent and the clear colour showing through, versus the water being present but rendering in a mostly flat colour.
Sep 21 at 15:11 history edited DMGregory CC BY-SA 4.0
Fixing images again
Sep 21 at 11:16 history edited Mashimaro7 CC BY-SA 4.0
deleted 35 characters in body
Sep 21 at 11:16 comment added Mashimaro7 Sorry for so many comments in a row, but i thought i should mention, i actually realized the water shader DOES NOT disappear. IT goes almost transparent(instantly from like fully solid to nearly transparent) but it's still visible. And again, this does not happen in the editor...
Sep 21 at 10:50 history edited Mashimaro7 CC BY-SA 4.0
deleted 55 characters in body; edited title
Sep 21 at 10:48 comment added Mashimaro7 @DMGregory Also i want to emphasize, the water disappearing from certain angles is not the issue. As you can see from the images, the shader is completely broken. Not pink, but it's flat, the waves are all gone, the colours aren't working. I edited it for more clarity, didn't realize I worded it wrong
Sep 21 at 10:42 comment added Mashimaro7 @DMGregory You can see what i mean in the images, the issue isn't just that it sometimes disappears, the shader is completely broken and a flat colour, no waves, no nothing. And the issue only occurs on build, i think if the frustum was being culled it should be broken in the editor, right? Edit: Weird, the images were broke so I uploaded the images to imgur and they were fixed but for some reason they broke again? I think maybe when you editted my title my changes got lost. Here they are again, Proper shader: imgur.com/a/OMKCWpN Broken shader: imgur.com/a/3Yw7JTE
Sep 20 at 17:59 comment added DMGregory When you say "sometimes the surface disappears if I change the angle", you mean the rest of the time the water displays as normal? That would suggest that it's not a problem with the shader failing to be included/compiled correctly - otherwise it would never appear, or always show up as fuchsia/consistently wrong. Occasionally popping away suggests it might be getting frustum culled - especially if your vertex displacement is moving the visible surface outside the bounding box of the original mesh. Or it could be that a level of detail or z-sorting change is kicking in.
Sep 20 at 17:55 history edited DMGregory CC BY-SA 4.0
Embedding examples
Sep 20 at 17:16 history edited Mashimaro7 CC BY-SA 4.0
deleted 72 characters in body
Sep 20 at 17:11 history asked Mashimaro7 CC BY-SA 4.0