Shader error in 'Universal Render Pipeline/Spine/Skeleton Lit': 'SAMPLE_GI': Too many arguments for a macro call. at ///Packages/com.esotericsoftware.spine.urp-shaders-4.2-2019.1/Shaders/Include/Spine-SkeletonLit-ForwardPass-URP.hlsl(174)
Compiling Subshader: 0, Pass: ForwardLit, Vertex program with PROBE_VOLUMES_L1 _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _RECEIVE_SHADOWS_OFF _SHADOWS_SOFT _STRAIGHT_ALPHA_INPUT
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON PROBE_VOLUMES_L2 SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _ADAPTIVE_PROBE_VOLUMES_PER_PIXEL _ADDITIONAL_LIGHTS_VERTEX _DOUBLE_SIDED_LIGHTING _FORWARD_PLUS _LIGHT_AFFECTS_ADDITIVE _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_SCREEN _MIXED_LIGHTING_SUBTRACTIVE _RECEIVE_SHADOWS _TINT_BLACK_ON
Shader error in 'Universal Render Pipeline/Spine/Skeleton Lit': 'SAMPLE_GI': Too many arguments for a macro call. at ///Packages/com.esotericsoftware.spine.urp-shaders-4.2-2019.1/Shaders/Include/Spine-SkeletonLit-ForwardPass-URP.hlsl(219)
Compiling Subshader: 0, Pass: ForwardLit, Vertex program with PROBE_VOLUMES_L1 _ADAPTIVE_PROBE_VOLUMES_PER_PIXEL _LIGHT_AFFECTS_ADDITIVE _RECEIVE_SHADOWS_OFF
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON PROBE_VOLUMES_L2 SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHT_SHADOWS _DOUBLE_SIDED_LIGHTING _FORWARD_PLUS _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN _MIXED_LIGHTING_SUBTRACTIVE _RECEIVE_SHADOWS _SHADOWS_SOFT _STRAIGHT_ALPHA_INPUT _TINT_BLACK_ON
Shader error in 'Universal Render Pipeline/Spine/Sprite': 'SAMPLE_GI': Too many arguments for a macro call. at ///Packages/com.esotericsoftware.spine.urp-shaders-4.2-2019.1/Shaders/Include/Spine-Sprite-ForwardPass-URP.hlsl(385)
Compiling Subshader: 0, Pass: ForwardLit, Vertex program with PIXELSNAP_ON PROBE_VOLUMES_L2 _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _ALPHABLEND_ON _FIXED_NORMALS_VIEWSPACE _FULLRANGE_HARD_RAMP _MAIN_LIGHT_SHADOWS_CASCADE _SHADOWS_SOFT
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DIRLIGHTMAP_COMBINED FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON PROBE_VOLUMES_L1 SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS_VERTEX _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _ALPHAPREMULTIPLY_ON _ALPHAPREMULTIPLY_VERTEX_ONLY _ALPHA_CLIP _COLOR_ADJUST _DIFFUSE_RAMP _EMISSION _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_WORLDSPACE _FOG _FORWARD_PLUS _FULLRANGE_SOFT_RAMP _LIGHT_AFFECTS_ADDITIVE _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_SCREEN _MIXED_LIGHTING_SUBTRACTIVE _MULTIPLYBLEND _MULTIPLYBLEND_X2 _NORMALMAP _OLD_HARD_RAMP _OLD_SOFT_RAMP _RECEIVE_SHADOWS_OFF _RIM_LIGHTING _SPECULAR _SPECULAR_GLOSSMAP _TEXTURE_BLEND _TINT_BLACK_ON