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Question by Crendel-Studios · Nov 02, 2015 at 10:48 PM · 2dshadermaskopenglandoid

Unity3D sprite mask shader

Hi, I have water and sun light on it. I want so sun's light be above one front wave. I have managed to do it, but it works only on PC, not on Android. What should I do so that worked on Android? Screenshot:(top picture-PC, bottom- Android)

Here is the shader's code for water:

 Shader "Sprites/Stencil Mask"
 {
  Properties
  {
      [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
      _Color ("Tint", Color) = (1,1,1,1)
      [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
  }
 
  SubShader
  {
      Tags
      {
          "Queue"="Transparent"
          "IgnoreProjector"="True"
          "RenderType"="Transparent"
          "PreviewType"="Plane"
          "CanUseSpriteAtlas"="True"
      }
 
      Cull Off
      Lighting Off
      ZWrite Off
      Fog { Mode Off }
      Blend One OneMinusSrcAlpha
 
      Pass
      {
          Stencil
          {
              Ref 1
              Comp always
              Pass replace
          }
    
      CGPROGRAM
          #pragma vertex vert
          #pragma fragment frag
          #pragma multi_compile DUMMY PIXELSNAP_ON
          #include "UnityCG.cginc"
    
          struct appdata_t
          {
              float4 vertex   : POSITION;
              float4 color    : COLOR;
              float2 texcoord : TEXCOORD0;
          };
 
          struct v2f
          {
              float4 vertex   : SV_POSITION;
              fixed4 color    : COLOR;
              half2 texcoord  : TEXCOORD0;
          };
    
          fixed4 _Color;
 
          v2f vert(appdata_t IN)
          {
              v2f OUT;
              OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
              OUT.texcoord = IN.texcoord;
              OUT.color = IN.color * _Color;
              #ifdef PIXELSNAP_ON
              OUT.vertex = UnityPixelSnap (OUT.vertex);
              #endif
 
              return OUT;
          }
 
          sampler2D _MainTex;
 
          fixed4 frag(v2f IN) : SV_Target
          {
              fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
              if (c.a<0.1) discard;            //Most IMPORTANT working Code
              c.rgb *= c.a;
              return c;
          }
      ENDCG
      }
  }
   }

And this is for the sun's light:

 Shader "Sprites/Stencil Draw In Mask"
 {
 Properties
 {
     [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
     _Color ("Tint", Color) = (1,1,1,1)
     [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
 }
 
 SubShader
 {
     Tags
     {
         "Queue"="Transparent+1"              //DON'T FORGET this must be drew later to catch Stencil Ref value.
         "IgnoreProjector"="True"
         "RenderType"="Transparent"
         "PreviewType"="Plane"
         "CanUseSpriteAtlas"="True"
     }
 
     Cull Off
     Lighting Off
     ZWrite Off
     Fog { Mode Off }
     Blend One OneMinusSrcAlpha
 
     Pass
     {
         Stencil
         {
             Ref 1
             Comp Equal
         }
 
     CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag
         #pragma multi_compile DUMMY PIXELSNAP_ON
         #include "UnityCG.cginc"
  
         struct appdata_t
         {
             float4 vertex   : POSITION;
             float4 color    : COLOR;
             float2 texcoord : TEXCOORD0;
         };
 
         struct v2f
         {
             float4 vertex   : SV_POSITION;
             fixed4 color    : COLOR;
             half2 texcoord  : TEXCOORD0;
         };
  
         fixed4 _Color;
 
         v2f vert(appdata_t IN)
         {
             v2f OUT;
             OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
             OUT.texcoord = IN.texcoord;
             OUT.color = IN.color * _Color;
             #ifdef PIXELSNAP_ON
             OUT.vertex = UnityPixelSnap (OUT.vertex);
             #endif
 
             return OUT;
         }
 
         sampler2D _MainTex;
 
         fixed4 frag(v2f IN) : SV_Target
         {
             fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
             c.rgb *= c.a;
             return c;
         }
     ENDCG
      }
  }
 }

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avatar image Statement · Nov 02, 2015 at 10:54 PM 0
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http://answers.unity3d.com/questions/781746/cutout-shader-on-android.html

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