Missing shader in effect spamSolved

This keeps spamming my output log, and created a 150gb massive file which caused files that were developing (getting bigger) to be deleted, also wiping my server and deleted some oxide config and data files.

Please advise! I have no clue what to do.

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Missing shader in effect - Screen Blur (UnityStandardAssets.ImageEffects.ColorCorrectionCurves)
Missing shader in effect - Screen Blur (UnityStandardAssets.ImageEffects.ColorCorrectionCurves)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Missing shader in effect - Screen Blur (UnityStandardAssets.ImageEffects.ColorCorrectionCurves)
Missing shader in effect - Screen Blur (UnityStandardAssets.ImageEffects.ColorCorrectionCurves)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Missing shader in effect - Hurt (UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration)
Missing shader in effect - Hurt (UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Missing shader in effect - Hurt (UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration)
Missing shader in effect - Hurt (UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
That is a Unity-related error and debug output. You can use a plugin such as Console Filter to get rid of both or either. I would suggest using the -nographics argument in your startup script as well if you aren't already as well.

Console Filter would prevent it from showing in the console(wouldn't it?), but it only shows in the output log.

And how would I go about adding "-nographics"? Do I just put it inside of the "serverauto.cfg"? Since I do not have access to the startup script.



Merged post

And would using "-nographic" remove these from the output log too?:

(Filename: C:\buildslave\unity\build\Modules/Physics/Rigidbody.cpp Line: 737)

Kinematic body only supports Speculative Continuous collision detection
 
(Filename: C:\buildslave\unity\build\Modules/Physics/Rigidbody.cpp Line: 1712)
-nographics would be added to your startup script, as in whatever you use to start the server. It would go along other arguments such as -batchmode.

The Console Filter plugin would only filter console output, so I would suggest log rotation or using -nolog.

-nolog doesn't seem to work. Are you sure I have to just imput "-nolog" into the startup script?

My startup script:

Command Line: "C:\TCAFiles\Users\******\69973\RustDedicated.exe" "-batchmode" "-silent-crashes" "-logfile" "C:\TCAFiles\Users\******\69973\output.log" "-nolog" "+server.ip" "XXX" "+rcon.ip" "XXX" "+rcon.port" "XXX" "+rcon.password" "******" "+server.maxplayers" "XXX" "+server.hostname" "XXX" "+server.port" "XXX" "+query.port" "28222" "+server.level" "Procedural Map" "+server.radiation" "true" "+server.seed" "2210" "+server.worldsize" "4000" "+server.saveinterval" "60" "+server.tickrate" "10" "+server.headerImage" "XXX" "+server.url" "XXX" "+server.description" "XXX" "+server.secure" "1" "+server.salt" "50" "+rcon.web" "1" "+nav.wait" "true" "+nav.grid" "true"" "-decay.upkeep_period_minutes" "1440" "+decay.scale" "1"
The -nolog argument only prevents the output.log file creation, it doesn't do anything about the console output. For console output, use Console Filter.

Found the issue. It was the:

"-logfile" "C:\TCAFiles\Users\******\69973\output.log"

in front of -nolog.

Thank you so much for your help!

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