Question by
leejinmyoung · Aug 10, 2020 at 09:58 AM ·
shadermobilemobile devicesmobileoptimizationstencil
GPU does not support separate MRT blend modes!
Hi, I'm a game developer in Korea.
I want to use stencil in our mobile game, so I use a custom shader.
BUT I meet this message
"Shader is not supported : GPU does not support separate MRT blend modes."
Which script line should I change to use on mobile?(Some devices are active well.)
Or other way to using stencil on mobile?
This is the custom shader script.
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
_CutOff("CutOff",Range(0,1)) = 0
}
SubShader
{
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Tags { "Queue" = "Geometry-1" "RenderType"="Transparent"}
ColorMask RGB 0
ZWrite Off
Stencil
{
Ref 1
Comp Always
Pass Replace
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _CutOff;
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
float dissolve = step(col,_CutOff);
clip(_CutOff-dissolve);
return dissolve;
}
ENDCG
}
}
FallBack "Mobile/Diffuse"
Thanks for your kindness.
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