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Custom shader works in Unity but broken on ios/android

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I am using a shader (that uses transparency) that samples from a texture radially to produce concentric circles on a quad. In the Unity preview, and exporting to standalone mac/windows apps, a quad that is coloured with the shader looks fine. However, on android or iphone devices, the shader is a uniform semi-transparent washed-out white colour. Any clues as to how to get it working would be much appreciated. The shader script is the following Shader "Custom/RadialRings" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" "IgnoreProjector"="True" "ForceNoShadowCasting"="True"} LOD 200 Lighting Off ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vs #pragma fragment fs #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; struct v2f { float4 position : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vs(appdata_base v) { v2f o; o.position = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = v.texcoord - 0.5f; return o; } fixed4 fs(v2f i) : COLOR { float bloatFactor = 2.5; //float radialFunction = bloat/(log(1-length(i.uv))+bloat); //float radialFunction = -3f*(pow(length(i.uv),2.3)); //float radialFunction = -10f * pow(10,bloatFactor*1.2f*length(i.uv)-bloatFactor); float radialFunction = -length(i.uv);//-10f * pow(10,bloatFactor*1.2f*length(i.uv)-bloatFactor); float2 radialLookup = float2(radialFunction, 0.0f); return tex2D(_MainTex, TRANSFORM_TEX(radialLookup, _MainTex)); } ENDCG } } FallBack "Diffuse" }

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