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Glow/Spotlight shader reacting different cross-platform
Hi,
I'm working on a project where we use a shader that creates a spotlight/cameralight effect. This effect doesn't seem to work on OSX/Android/iOS and I can't seem to find the reason for that, but it's probably something with OpenGL. The rest of the shader works fine but the spotlight/glow effect reacts way different on Mac.
Could someone please help me on this issue. Pictures and code are posted below.
Shader "Custom/GlowLine" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_BrightnessFactor ("Brightness Factor", Float ) = 1.0
_BrightnessHardness( "Brightness Hardness", Float ) = 2.0
_LineHardness( "Line Hardness", Float ) = 2.0
}
Category {
Tags { "Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha One
ZTest Always
AlphaTest Greater .01
ColorMask RGB
Cull Back Lighting Off ZWrite On Fog { Color (0,0,0,0) }
BindChannels {
Bind "Color", color
Bind "Vertex", vertex
Bind "TexCoord", texcoord
}
// ---- Fragment program cards
SubShader {
Pass {
CGPROGRAM
#pragma exclude_renderers xbox360
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_particles
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
float _BrightnessFactor;
float _BrightnessHardness;
float _LineHardness;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 position : TEXCOORD1;
};
float4 _MainTex_ST;
v2f vert( appdata_t v )
{
v2f o;
o.vertex = mul( UNITY_MATRIX_MVP, v.vertex );
o.color = v.color;
o.texcoord = TRANSFORM_TEX( v.texcoord,_MainTex );
o.position = o.vertex;
return o;
}
sampler2D _CameraDepthTexture;
fixed4 frag( v2f IN ) : COLOR
{
half4 texColor = pow(tex2D( _MainTex, IN.texcoord ), _LineHardness );
float brightness = 1.0f / pow(dot( IN.position, IN.position ), _BrightnessHardness) * texColor.a;
return 2.0f * (IN.color )* _TintColor * texColor + (brightness * _BrightnessFactor) * 0.1f;
}
ENDCG
}
}
// ---- Dual texture cards
SubShader {
Pass {
SetTexture [_MainTex] {
constantColor [_TintColor]
combine constant * primary
}
SetTexture [_MainTex] {
combine texture * previous DOUBLE
}
}
}
// ---- Single texture cards (does not do color tint)
SubShader {
Pass {
SetTexture [_MainTex] {
combine texture * primary
}
}
}
}
}
Answer by 1Time · Mar 16, 2015 at 10:05 AM
I found the solution:
On Windows (with D3D9/D3D11) a certain formula returns a different number than with other compilers.
I added this to make it work:
fixed4 frag( v2f IN ) : COLOR
{
half4 texColor = pow(tex2D( _MainTex, IN.texcoord ), _LineHardness );
float brightness = 1.0f / pow(dot( IN.position, IN.position ), _BrightnessHardness) * texColor.a;
float osFactor = 0.9f;
#if SHADER_API_D3D9 || SHADER_API_D3D11
osFactor = 0.1f;
#endif
return 2.0f * (IN.color )* _TintColor * texColor + (brightness * _BrightnessFactor) * osFactor;
}
osFactor (OS specific factor) was 0.1, but seems to act the same on OSX and Linux with 1 minus 0.1.
Hope this info will help others with the same problem!