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Question by Mammuoils1 · Feb 20, 2020 at 02:26 AM · androidshader

Custom shader go to black on android devices.

Hello, im have a shader demo liquid in the bottle. Shader run normaly in editor but have error in android devices. A part of shader become black. I try to read shader file but i did't find where the error. Some one can help me :( This is my picture off error.

https://imgur.com/sPQHshc

https://imgur.com/cKz72KS

And this is my shader :

Shader "Vertex Magic/Liquid" {

 Properties {
     _MainTex   ("Main", 2D) = "white" {}
     _MainTint  ("Tint", Color) = (1, 1, 1, 1)
     _Fill      ("Fill Amount", Float) = 0
     _WobbleX   ("WobbleX", Float) = 0
     _WobbleZ   ("WobbleZ", Float) = 0
     _TopColor  ("Top Color", Color) = (1, 1, 1, 1)
     _FoamColor ("Foam Line Color", Color) = (1, 1, 1, 1)
     _FoamWidth ("Foam Line Width", Float) = 0    
     _RimColor  ("Rim Color", Color) = (1, 1, 1, 1)
     _RimPower  ("Rim Power", Float) = 0
 }
 SubShader {
     Tags { "Queue" = "Transparent" }
     Pass {
         Zwrite On Cull Off AlphaToMask On
         
         CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag
         #include "UnityCG.cginc"
         struct v2f
         {
             float4 pos : SV_POSITION;
             float2 uv : TEXCOORD0;
             float3 view : TEXCOORD1;
             float3 norm : TEXCOORD2;
             float  edge : TEXCOORD3;
         };
         sampler2D _MainTex;
         float4 _MainTex_ST;
         float _Fill, _WobbleX, _WobbleZ, _FoamWidth, _RimPower;
         fixed4 _TopColor, _RimColor, _FoamColor, _MainTint;

         float4 RotateAroundY (float3 v, float degree)
         {
             float a = degree * UNITY_PI / 180.0;
             float s, c;
             sincos(a, s, c);
             float2x2 m = float2x2(c, s, -s, c);
             return float4(v.yz , mul(m, v.xz)).xzyw;            
         }
         v2f vert (appdata_full v)
         {
             float3 wldpos = mul(unity_ObjectToWorld, v.vertex.xyz);
             float3 wldposX = RotateAroundY(wldpos, 360.0);
             float3 wldposZ = float3(wldposX.y, wldposX.z, wldposX.x);
             float3 wldposAdjusted = wldpos + (wldposX  * _WobbleX)+ (wldposZ * _WobbleZ);
         
             v2f o;
             o.pos = UnityObjectToClipPos(v.vertex);
             o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
             o.edge = wldposAdjusted.y + _Fill;
             o.view = normalize(ObjSpaceViewDir(v.vertex));
             o.norm = v.normal;
             return o;
         }
         fixed4 frag (v2f i, fixed facing : VFACE) : SV_Target
         {
             fixed4 col = tex2D(_MainTex, i.uv) * _MainTint;

             // rim
             float3 V = normalize(i.view);
             float3 N = normalize(i.norm);
             float rim = 1.0 - pow(dot(N, V), _RimPower);
             float3 rimcol = _RimColor.rgb * smoothstep(0.5, 1.0, rim);

             // foam edge
             float4 foam = step(i.edge, 0.5) - step(i.edge, 0.5 - _FoamWidth);
             float4 result = step(i.edge, 0.5) - foam;
             float4 c1 = result * col;
             float4 c = c1 + (foam * _FoamColor);               
             c.rgb += rimcol;
             
             float4 topcol = _TopColor * (foam + result);
             return facing > 0 ? c: topcol;
         }
         ENDCG
     }
 }
 FallBack "Diffuse"

}

Thanks for reading.

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Answer by Mammuoils1 · Mar 12, 2020 at 03:51 AM

Hello, if anyone have same problem can fix by this: AlphaToMask is not support on devices mobile if not enable antialising x2, so you need turn of it.

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