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Question by rabirland · Feb 21, 2016 at 10:00 AM · c#androidunity 5shaderdetection

How to detect if the Device can run the shader ?

Hello, I have a simple game, which was built on Real-Time dynamic shadows. So it is essential to have them in-game. Now i'm trying to achieve it with the built-in shader. Which is actually works, but just sometimes. For example: In the editor and on my phone (Xperia E3) I can see all the shadows, nice and smooth and with a very good FPS (on my phone). But in Bluestacks and on my GF's tablet (Alcatel One Touch) no shadows, and even lights are ugly as hell, actually it falls back to the mobile diffuse shader if I guess right.

The game is 2D, but since Unity do not have 2D lighting, and Mesh-based 2D lighting are ugly as hell, also not look the same as the fake 2D (3D Objects with orthographic camera) I don't have an option right now.

So any idea, how can I check whether 1; The device uses the right shader 2; With all the features (shadows & lights)

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