Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 /
avatar image
0
Question by ALEKS_WHITE · Feb 01, 2021 at 10:10 PM · androidshadermaterialblack

Black texture on Android (shader)

Moved my project to Unity 2020.2. 1f1. After loading the project, some materials (with specific shaders) are rendered black, but only on my Android devices (In editor is ok) What could be the problem? I read a lot of solutions, for example to change the project settings, graphics settings for Android, but no one of them not helped. The code of the problematic shaders:

Shader "XRay"

 Properties
         {
                 _Color("Color", Color) = (0.26,0.19,0.16,0.0)
                 _Offset("Offset", Range(0.0,1.0)) = 0.0
                 _Scale("Scale", Range(0.0,10.0)) = 1.0
                 _RimPower("Rim Power", Range(0.1,8.0)) = 3.0
         }
         SubShader{
                 Cull Back
                 ZWrite Off
                 Blend OneMinusDstColor One // Soft Additive
 
                 Tags { "RenderType" = "Transparent"  "Queue" = "Transparent" }
 
                 CGPROGRAM
                 #include "HoloCP.cginc"
 
                 #pragma surface surf Lambert
 
                 struct Input {
                         fixed3 viewDir;
                         fixed3 worldPos;
                 };
 
                 fixed4 _Color;
                 fixed _Offset;
                 fixed _Scale;
                 fixed _RimPower;
                 void surf(Input IN, inout SurfaceOutput o) {
                         half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
                         o.Emission = saturate(_Color.rgb * (_Offset + _Scale * pow(rim, _RimPower)));
                 }
                 ENDCG
         }
         Fallback "Diffuse"


Shader "Transmission"

 {
         Properties
         {
                 _Color("Color", Color) = (0.26,0.19,0.16,0.0)
                 _Offset("Offset", Range(0.0,1.0)) = 0.0
                 _Scale("Scale", Range(0.0,10.0)) = 1.0
                 _RimPower("Rim Power", Range(0.1,8.0)) = 3.0
 
                 [Header(Transmission)]
                 _TransmissionPlane("Plane", Vector) = (0.0, 1., 0.0, 0.0)
                 _Range("Range",  Range(1.0,10.0)) = 1.0
                 _Speed("Speed",  Range(-10., 10.)) = -5.0
         }
 
         SubShader
         {
                 Tags { "RenderType" = "Transparent"  "Queue" = "Transparent-1" }
                 Blend OneMinusDstColor One
 
                 Pass
                 {
                         Cull Off
                         ZWrite Off
                         Blend OneMinusDstColor One // Soft Additive
 
                         Tags{ "RenderType" = "Transparent"  "Queue" = "Transparent" }
 
                         CGPROGRAM
                         #include "HoloCP.cginc"
 
                         #pragma vertex vert
                         #pragma fragment frag
 
                         fixed4 _Color;
                         fixed _Offset;
                         fixed _Scale;
                         fixed _RimPower;
                         fixed3 _TransmissionPlane;
                         fixed _Range;
                         fixed _Speed;
 
                         struct v2f
                         {
                                 fixed4 viewPos : SV_POSITION;
                                 fixed3 normal: NORMAL;
                                 fixed3 worldSpaceViewDir: TEXCOORD0;
                                 fixed4 world : TEXCOORD1;
                                 fixed2 offset: TEXCOORD2;
                                 UNITY_VERTEX_OUTPUT_STEREO
                         };
 
                         v2f vert(appdata_base v)
                         {
                                 UNITY_SETUP_INSTANCE_ID(v);
                                 v2f o;
                                 o.viewPos = UnityObjectToClipPos(v.vertex);
                                 o.worldSpaceViewDir = WorldSpaceViewDir(v.vertex);
                                 o.normal = normalize(mul(unity_ObjectToWorld, fixed4(v.normal, 0.0)).xyz);
                                 o.world = mul(unity_ObjectToWorld, v.vertex);
 
                                 fixed3 transmissionDir = normalize(_TransmissionPlane.xyz);
                                 o.offset.x = dot(o.world, transmissionDir);
                                 o.offset.y = abs(dot(o.normal, transmissionDir));
                                 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                                 return o;
                         }
 
                         fixed4 frag(v2f i) : COLOR
                         {
                                 fixed4 o = 0;
                                 half rim = 1. - abs(dot(normalize(i.worldSpaceViewDir), i.normal));
                                 o.rgb = saturate(smoothstep(1., 0.75, i.offset.y) * (0.5 + 0.5 * sin(62.8 * i.offset.x * _Range + _Time.w * _Speed)) * _Color.rgb * (_Offset + _Scale * pow(rim, _RimPower)));
                                 return o;
                         }
                         ENDCG
                 }
         }
         FallBack "Diffuse"
 }
 

P.S. everything worked before that

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

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

309 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 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 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 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

Black Material if Use Mip level?!! 0 Answers

Transparent material on iPhone Android 3 Answers

Material SetColor in a loop not working on Android 1 Answer

Unity 3D - Material or Shader issue 1 Answer

How to use 3rd Party Shader with LWRP / URP 1 Answer


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