I get the following error when building Android in Unity’s URP environment.
Is there any way to deal with this?
Compiling Subshader: 0, Pass: Universal Forward, Vertex program with DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON EVALUATE_SH_VERTEX LIGHTMAP_ON STEREO_MULTIVIEW_ON _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _LIGHT_COOKIES _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT_MEDIUM
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DOTS_INSTANCING_ON EVALUATE_SH_MIXED FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS_VERTEX _FORWARD_PLUS _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_SCREEN _RECEIVE_SHADOWS_OFF