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Question by Unity-Artcraft · Jan 25, 2020 at 12:34 PM · shaderbuildbuild error

Shader not working after build

A certain fog shader I found doesnt work in build :( It's attached to my camera and it works perfectly in the editor.

  • "Always included shaders" -> check!;

  • Added my shader to a material and
    primitive component -> check!

  • loaded my shader with Resources.Load
    • check!

what else can I do?

 Shader "Hidden/Fog"
 {
     Properties
     {
         _MainTex ("Texture", 2D) = "white" {}
     }
     SubShader
     {
         // No culling or depth
         Cull Off ZWrite Off ZTest Always
 
         Pass
         {
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
 
             #include "UnityCG.cginc"
             
             // vertex input: position, UV
             struct appdata {
                 float4 vertex : POSITION;
                 float2 uv : TEXCOORD0;
             };
 
             struct v2f {
                 float4 pos : SV_POSITION;
                 float2 uv : TEXCOORD0;
                 float3 viewVector : TEXCOORD1;
             };
             
             v2f vert (appdata v) {
                 v2f output;
                 output.pos = UnityObjectToClipPos(v.vertex);
                 output.uv = v.uv;
                 // Camera space matches OpenGL convention where cam forward is -z. In unity forward is positive z.
                 // (https://docs.unity3d.com/ScriptReference/Camera-cameraToWorldMatrix.html)
                 float3 viewVector = mul(unity_CameraInvProjection, float4(v.uv * 2 - 1, 0, -1));
                 output.viewVector = mul(unity_CameraToWorld, float4(viewVector,0));
                 return output;
             }
 
             sampler2D _MainTex;
             sampler2D _CameraDepthTexture;
             float4 params;
 
             float4 colA;
             float4 colB;
             float4 colC;
             float4 colD;
 
             float remap(float v, float minOld, float maxOld, float minNew, float maxNew) {
                 return minNew + (v-minOld) * (maxNew - minNew) / (maxOld-minOld);
             }
 
             fixed4 frag (v2f i) : SV_Target
             {
                  // Create ray
                 float3 rayPos = _WorldSpaceCameraPos;
                 float viewLength = length(i.viewVector);
                 float3 rayDir = i.viewVector / viewLength;
                 
                 // Depth and cloud container intersection info:
                 float nonlin_depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
                 float depth = LinearEyeDepth(nonlin_depth) * viewLength;
                 float t = saturate(exp(-(depth + params.y) * params.x*.01));
 
                 //return t;
                 float4 fogCol = lerp(colA, colB, rayDir.y * .5 + .5 - params.w);
                
                 fixed4 col = tex2D(_MainTex, i.uv);
                 return col * t + fogCol * (1-t);
             }
             ENDCG
         }
     }
 }
 



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