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Problem with custom shader on ios
Hi everyone! I am new to writing shaders and I have a problem with a shader when working on iOS. It works on android device, unityEditor_iOS, unityEditor_android, but on iOS device it switches to "Mobile/VertexLit" and AO does not work. What is going wrong? I would be grateful for any help.
iOS device: IPad mini 4, iOS 12.1.4. Unity 2018.2.5f1. Xcode 10.1
Shader code:
 Shader "Pixels_Base" {
 
 
     Properties{
         _MainTex("Base (RGB)", 2D) = "white" {}
         [HDR]_Color("Color", Color) = (1,1,1,1)
         _AO("AO", 2D) = "white"{}
         _AOpow("AO Power", range(0,2)) = 1
     }
 
 
     SubShader{
         Tags{ "RenderType" = "Opaque" }
 
 
         CGPROGRAM 
         #pragma surface surf Lambert keepalpha addshadow fullforwardshadows novertexlights nolightmap nodynlightmap nodirlightmap
         #pragma only_renderers d3d9 glcore gles gles3 metal
         #pragma target 3.0
 
         sampler2D _MainTex;
         sampler2D _AO;
         fixed _AOpow;
         fixed4 _Color;
 
 
         struct Input {
             float2 uv_MainTex;
             float2 uv2_AO;
         };
 
 
         void surf(Input IN, inout SurfaceOutput o) {
 
             fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
             
             fixed3 ao = lerp(1, tex2D(_AO, IN.uv2_AO), _AOpow);
 
             o.Albedo = c.rgb * _Color * ao.rgb;
 
             o.Alpha = c.a;
         }
         ENDCG
     }
 
         Fallback "Mobile/VertexLit"
 }
 
               Unity Player Settings:

 
                 
                renderingsettings2.png 
                (28.0 kB) 
               
 
                
                 
                renderingsettings1.png 
                (71.0 kB) 
               
 
              
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