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 /
  • Help Room /
This question was closed Jun 24, 2016 at 08:31 PM by Jeff-Rosenberg for the following reason:

See answer, Offset is the wrong tool to use so my question is based on an incorrect design decision.

avatar image
1
Question by Jeff-Rosenberg · Jun 23, 2016 at 10:59 PM · shadermobileoffset

Mobile shader Offset different on different phones

I've got an interesting problem: I have some UI with a custom shader that uses Offset -1, -500000 to render it on top of some level geometry. On a Samsung S6 and Note 4, as well as in the editor, it looks like this:

alt text

On my S3, it looks like this:

alt text

Why? Do some mobile devices not support Offset?

-500,000 was chosen because it's the only thing that works (I need world space UI to render on top of some 3d geometry). Lower numbers only partially shift the UI where it needs to be. This is also developed for mobile VR, which is why I need world space UI in the first place.

For reference, here's the shader:

 Shader "UI/Offset" {
      Properties {
          _MainTex ("Font Texture", 2D) = "white" {}
          _Color ("Text Color", Color) = (1,1,1,1)
          
          _StencilComp ("Stencil Comparison", Float) = 8
          _Stencil ("Stencil ID", Float) = 0
          _StencilOp ("Stencil Operation", Float) = 0
          _StencilWriteMask ("Stencil Write Mask", Float) = 255
          _StencilReadMask ("Stencil Read Mask", Float) = 255
  
          _ColorMask ("Color Mask", Float) = 15
      }
  
      SubShader {
  
          Tags 
          {
              "Queue"="Transparent"
              "IgnoreProjector"="True"
              "RenderType"="Transparent"
              "PreviewType"="Plane"
          }
          
          Stencil
          {
              Ref [_Stencil]
              Comp [_StencilComp]
              Pass [_StencilOp] 
              ReadMask [_StencilReadMask]
              WriteMask [_StencilWriteMask]
          }
          
          Lighting Off 
          Cull Off 
 //         ZTest Off
          ZWrite Off
          Offset -1, -500000
          Blend SrcAlpha OneMinusSrcAlpha
          ColorMask [_ColorMask]
  
          Pass 
          {
              CGPROGRAM
              #pragma vertex vert
              #pragma fragment frag
  
              #include "UnityCG.cginc"
  
              struct appdata_t {
                  float4 vertex : POSITION;
                  fixed4 color : COLOR;
                  float2 texcoord : TEXCOORD0;
              };
  
              struct v2f {
                  float4 vertex : SV_POSITION;
                  fixed4 color : COLOR;
                  float2 texcoord : TEXCOORD0;
              };
  
              sampler2D _MainTex;
              uniform float4 _MainTex_ST;
              uniform fixed4 _Color;
              
              v2f vert (appdata_t v)
              {
                  v2f o;
                  o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                  o.color = v.color * _Color;
                  o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
  #ifdef UNITY_HALF_TEXEL_OFFSET
                  o.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
  #endif
                  return o;
              }
  
              fixed4 frag (v2f i) : SV_Target
              {
                  fixed4 col = i.color;
                  col.a *= tex2D(_MainTex, i.texcoord).a;
                  clip (col.a - 0.01);
                  return col;
              }
              ENDCG 
          }
      }
  }

s3.png (458.5 kB)
editor-s6-and-note-4.png (451.7 kB)
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

1 Reply

  • Sort: 
avatar image
0

Answer by Jeff-Rosenberg · Jun 24, 2016 at 08:31 PM

It looks like Offset, while producing the effect I wanted, is not the correct tool to use for setting up render order: http://forum.unity3d.com/threads/about-depth-offset.80031/.

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

Follow this Question

Answers Answers and Comments

79 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 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 avatar image avatar image avatar image avatar image avatar image

Related Questions

LWRP lowest android version 0 Answers

extend Mobile-Bumped and Mobile-BumpedSpec.shader with color 1 Answer

Texture offset look at 3D position 0 Answers

Grey/Dark line between two cubes 1 Answer

Shader Graph clamp tiling loop to 1 ? 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