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Question by Astromanson · Jul 14, 2019 at 07:18 PM · shaderbug

Transerent Shader renders black on android afetr updating unity

Hello, I have a water 2D shader. After updating Unity to 2019.1 it renders black on android

 Shader "Custom/Water2D Surface" {
 Properties {
   _Color("Color", Color) = (1,1,1,1)
     _MainTex ("Normalmap", 2D) = "bump" {}
   _Magnitude("Magnitude", Range(0,1)) = 0.05
 }
 Category {
 
     Tags { 
         "Queue"="Transparent" 
     "RenderType"="Transparent"
     }
 
     SubShader {
 
         // This pass grabs the screen behind the object into a texture.
         // We can access the result in the next pass as _BackgroundTex
         GrabPass { "_BackgroundTex" }
         
         // Main pass: Take the texture grabbed above and use the bumpmap to perturb it
         Pass {
             Name "BASE"
             
       CGPROGRAM
       #pragma vertex vert
       #pragma fragment frag 
       #include "UnityCG.cginc"
 
       struct vertexInput {
           float4 vertex : POSITION;
           float2 texcoord: TEXCOORD0;
       };
 
       struct vertexOutput {
           float4 vertex : SV_POSITION;
           float4 uvgrab : TEXCOORD0;
           float2 uvmain : TEXCOORD2;
           UNITY_FOG_COORDS(3)
       };
 
       fixed4 _Color;
       sampler2D _MainTex;
       float4 _MainTex_ST;
       float _BumpAmt;
       float4 _BumpMap_ST;
       float  _Magnitude;
 
       vertexOutput vert (vertexInput v)
       {
           vertexOutput o;
           o.vertex = UnityObjectToClipPos(v.vertex);
           #if UNITY_UV_STARTS_AT_TOP
           float scale = -1.0;
           #else
           float scale = 1.0;
           #endif
           o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
           o.uvgrab.zw = o.vertex.zw;
           o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
           UNITY_TRANSFER_FOG(o,o.vertex);
           return o;
       }
 
       sampler2D _BackgroundTex;
       float4 _GrabTexture_TexelSize;
       sampler2D _BumpMap;
 
       half4 frag (vertexOutput i) : SV_Target
       {
           // Calculate perturbed coordinates
         half4 bump = tex2D(_MainTex, i.uvmain);
 
         half2 distortion = UnpackNormal(bump).rg;
         i.uvgrab.xy += distortion * _Magnitude;
     
         // Get pixel in GrabTexture, rendered in previous pass
           half4 col = tex2Dproj(_BackgroundTex, UNITY_PROJ_COORD(i.uvgrab));
 
         // Apply color
           col *= _Color;
 
           return col;
       }
       ENDCG
         }
     }
 }
 
 }
 
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Answer by Astromanson · Jul 15, 2019 at 08:50 AM

Didn't solve the issue, the shader is still renders black on Android.

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