Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by homer_3 · Nov 25, 2015 at 02:18 AM · c#shaderscript.

Shaders work in editor but not outside editor

I'm trying to load the standard shader from a script onto an object and make it transparent and set the emission color. I was able to get this working in the editor, but no matter what I build to (PC, Web, Android) the shader settings that I saw in the editor do not take place in the final build. There's no transparency and no emission.

The code I'm using is

 rend = go.GetComponent<Renderer>();
 rend.material.shader = Shader.Find("Standard");
 rend.material.DisableKeyword("_ALPHATEST_ON");
 rend.material.EnableKeyword("_ALPHABLEND_ON");
 rend.material.EnableKeyword("_EMISSION");
 rend.material.SetColor("_EmissionColor", Color.white);
 rend.material.SetFloat("_Mode", 2);
 rend.material.SetFloat("_Glossiness", 0);
 rend.material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
 rend.material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
 rend.material.SetInt("_ZWrite", 0);
 rend.material.renderQueue = 3000;
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
3
Best Answer

Answer by helarts · Nov 25, 2015 at 01:16 PM

I think you have to manually include the shader variants in the build. Standard shader uses:

 #pragma shader_feature

"If none of the used materials use a particular variant, then it is not included into the build."

To force specific shader variants into the build you can setup a small scene where you have like 1 primitive with a material for each variant you want (or play the game until your material(s) created by script is visible).

Then go in Edit / Project Settings / Graphics, at the bottom you can create a ShaderVariantCollection with the button 'Save to asset...'

A specific variant can be added manually in the inspector by selecting a ShaderVariantCollection asset but I would not recommend it for Standard shader.

Finally add your new collection in Preload Shaders array in the Graphic Settings. alt text

More informations can be found here: http://docs.unity3d.com/Manual/OptimizingShaderLoadTime.html


screenshot-2015-11-25-14-07-45.jpg (8.1 kB)
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by Icodebot · Mar 15, 2017 at 09:05 PM

Also, take a look at #pragma multi_compile. All of the variants that stem from it are automatically included in build. Just be careful it works a subtly differently from shader_feature. You need to specify the off variant as well as the on using an additional underscore. As in:

"#pragma multi_compile _ SOME_FEATURE_ON"

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

37 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Why when changing the doors colors it's not changing anything ? 1 Answer

Multiple Cars not working 1 Answer

Distribute terrain in zones 3 Answers

Shader.Find() equivalent for Compute Shaders? 2 Answers

Awesome Bump shader in Unty? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges