Hi,
I want a circular progress bar in my app and found an example that uses shader (Transparent->Cutoff->VertexLit). Thanks to the post [http://answers.unity3d.com/questions/14770/creating-a-circular-progressbar-timer.html][1] .
This runs fine on Android devices but not on iOS devices. I have even tried on iOS 7 iPad Mini. When we set "_cutoff" value to 0 to show full circle but what the result come up is just a square instead of full circle.
renderer.material.SetFloat("_Cutoff", 0.0f);
Below is the image having both expected result and the result what I get when giving value 0.0f (any iOS device).
![alt text][2]
I have event tried values like 0.01 but no help. I have tried different mash filter, like Quad, Cube.
This is the source image I am using.
Texture -> Advanced
Alpha is Transparent = true
Wrap Mode = Clamp
Filter Mode = Trilinear
Aniso Level = 1
Max Size = 1024
Format = ARGB 32 bit. No Compression Used.
In Mesh Renderer, Cast Shadows and Receive Shadows are true.
In XCode also I turned off image compression.
![alt text][3]
Thanks
[1]: http://answers.unity3d.com/questions/14770/creating-a-circular-progressbar-timer.html
[2]: /storage/temp/25609-image1.jpg
[3]: /storage/temp/25610-black_circle_gradienti.png
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