Windows build error with WebGL

  • updated
  • Fixed

Shader Compiler Socket Exception: Terminating shader compiler process

Shader compiler: Compile Shapes/Line 3D Additive - Pass 0, Vertex Program: Internal error communicating with the shader compiler process. Please report a bug including this shader and the editor log.

Shader error in 'Shapes/Line 3D Additive': Internal error communicating with the shader compiler process. Please report a bug including this shader and the editor log.

Theres about another dozen of these errors.

I'm trying to build one scene with only a single prefab that contains two discs.

When I run using Unity, everything is fine.

I've regenerated shaders & draw overloads but it has not helped.

Reporting a bug? please specify Unity version:
2019.4.8f1
Reporting a bug? please specify Shapes version:
2.2.0
Pinned replies
Freya Holmér
  • Answer
  • Fixed

Okay, I think we finally have an answer

  • Using Unity 2020? This shouldn't be an issue. If it still is an issue, even if you update, please open a new bug report here!
  • Using Unity 2019? This bug has recently been fixed in 2019.4 LTS, update your Unity!
    • Bug has been reported in 2019.4.8 and earlier
    • Users have reported it no longer happens in 2019.4.10 and later
  • Using Unity 2018? This bug persist until Unity has backported the fix! Hopefully sooner than later :)

Thanks everyone for trying to figure out this hecking nightmare of an issue! <3

Freya Holmér
  • Under Review

still trying to hunt down this issue, it's very inconsistent and weird, with no pointers as for what exactly is wrong :c

if you search for "Internal error communicating with the shader compiler process" you can probably find some workarounds - it's not shapes specific

Freya Holmér

I think I might have a lead on why this is happening. Shapes has special passes to make scene view selection work, and it looks like these are somehow interfering with the shader compiler process

so here's a workaround, that disables the scene view picking passes (so, doing this will make selection really annoying), but I believe this will make it compile

go to ShaderBuilder.cs
at line 70 and 71, you should see:

AppendPass( ShaderPassType.Picking, rp );
AppendPass( ShaderPassType.Selection, rp );
  1. remove or comment out those lines
  2. recompile scripts
  3. go to Shapes -> Advanced -> Regenerate Shaders & Materials
  4. go to Assets -> Reimport All

let me know if that makes it work again!

again - selection will be broken if you do this, but I'm currently talking to Unity to see if we can come up with a proper way to solve this!

Freya Holmér

according to Unity this should no longer break in the latest 2019.4 LTS version. could you update and test to see if you're still having issues with this?

Freya Holmér
  • Answer
  • Fixed

Okay, I think we finally have an answer

  • Using Unity 2020? This shouldn't be an issue. If it still is an issue, even if you update, please open a new bug report here!
  • Using Unity 2019? This bug has recently been fixed in 2019.4 LTS, update your Unity!
    • Bug has been reported in 2019.4.8 and earlier
    • Users have reported it no longer happens in 2019.4.10 and later
  • Using Unity 2018? This bug persist until Unity has backported the fix! Hopefully sooner than later :)

Thanks everyone for trying to figure out this hecking nightmare of an issue! <3