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This question was closed Dec 27, 2017 at 12:47 PM by aditya for the following reason:

No one is answering it

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Question by aditya · Nov 28, 2017 at 01:33 PM · c#androidshadershader programmingimage effect

This shader (or Image Effect) is not working on Android

The below script/shader is not working on android device but working perfectly in editor and im not a shader expert so i couldn't even find any clue what's going wrong. Please help

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class DisplacementBehaviour : MonoBehaviour 
 {
     private RenderTexture _screenTex;
     private RenderTexture _waterMaskTex;
 
     public Material _mat;
     public Texture _displacementTex;
     public Texture _waterTex;
     public float _turbulence = 1f;
     public float _scrollOffset = 0f;
 
     private GameObject _postRenderCamObj;
     private Camera _postRenderCam;
     private Camera _screenCam;
 
     void Awake() 
     {
         _screenTex = new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.Default);
         //_screenTex.wrapMode = TextureWrapMode.Repeat;
         _waterMaskTex = new RenderTexture(Screen.width / 4, Screen.height / 4, 0, RenderTextureFormat.Default);
         //_waterMaskTex.wrapMode = TextureWrapMode.Repeat;
 
         _screenCam = GetComponent<Camera>();
         _screenCam.SetTargetBuffers(_screenTex.colorBuffer, _screenTex.depthBuffer);
         CreatePostRenderCam();
     }
 
     void OnPostRender()
     {
         _postRenderCam.CopyFrom(_screenCam);
         _postRenderCam.clearFlags = CameraClearFlags.SolidColor;
         _postRenderCam.backgroundColor = Color.black;
         _postRenderCam.cullingMask = 1 << LayerMask.NameToLayer("Water");
         _postRenderCam.targetTexture = _waterMaskTex;
         _postRenderCam.Render();
 
         _mat.SetTexture("_MaskTex", _waterMaskTex);
         _mat.SetTexture("_DisplacementTex", _displacementTex);
         _mat.SetTexture("_WaterTex", _waterTex);
         _mat.SetFloat("_Turbulence", _turbulence);
         _mat.SetFloat("_ScrollOffset", _scrollOffset);
         Graphics.Blit(_screenTex, null, _mat);
     }
 
     private void CreatePostRenderCam() 
     {
         _postRenderCamObj = new GameObject("PostRenderCam");
         _postRenderCamObj.transform.position = transform.position;
         _postRenderCamObj.transform.rotation = transform.rotation;
         _postRenderCam = _postRenderCamObj.AddComponent<Camera>();
         _postRenderCam.enabled = false;
     }
 }

 

And here is the shader

 Shader "Unlit/DisplacementShader"
 {
     Properties
     {
         _MainTex ("Texture", 2D) = "white" {}
         _DisplacementTex ("DisplacementTex", 2D) = "white" {}
         _WaterTex ("WaterTex", 2D) = "white" {}
         _MaskTex ("MaskTex", 2D) = "white" {}
         _BaseHeight ("BaseHeight", float) = 0.4
         _Turbulence ("Turbulence", float) = 1
         _ScrollOffset ("ScrollOffset", float) = 0
     }
     SubShader
     {
         Tags { "RenderType"="Transparent" }
         LOD 100
 
         Pass
         {
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             
             #include "UnityCG.cginc"
 
             struct appdata
             {
                 float4 vertex : POSITION;
                 float2 uv : TEXCOORD0;
             };
 
             struct v2f
             {
                 float2 uv : TEXCOORD0;
                 float4 vertex : SV_POSITION;
             };
 
             sampler2D _MainTex;
             sampler2D _DisplacementTex;
             sampler2D _WaterTex;
             sampler2D _MaskTex;
             float4 _MainTex_ST;
             fixed4 _MainTex_TexelSize;
             float _BaseHeight;
             fixed _Turbulence;
             fixed _ScrollOffset;
             
             v2f vert (appdata v)
             {
                 v2f o;
                 o.vertex = UnityObjectToClipPos(v.vertex);
                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
 
                 return o;
             }
 
             float wave(float x) {
                 fixed waveOffset =     cos((x - _Time + _ScrollOffset) * 60) * 0.004
                                     + cos((x - 2 * _Time + _ScrollOffset) * 20) * 0.008
                                     + sin((x + 2 * _Time + _ScrollOffset) * 35) * 0.01
                                     + cos((x + 4 * _Time + _ScrollOffset) * 70) * 0.001;
                 return _BaseHeight * _Turbulence;
             }
             
             fixed4 frag (v2f i) : SV_Target
             {
                 fixed4 waterCol = tex2D(_WaterTex, i.uv);
                 fixed maskValue = tex2D(_MaskTex, i.uv).r;
 
                 float waveHeight = wave(i.uv.x);
                 fixed isTexelAbove = step(waveHeight, i.uv.y);
                 fixed isTexelBelow = 1 - isTexelAbove;
 
                 fixed2 disPos = i.uv;
                 disPos.x += (_Time[0]) % 2;
                 disPos.y += (_Time[0]) % 2;
                 fixed4 dis = tex2D(_DisplacementTex, disPos);
                 i.uv.x += dis * 0.006 * isTexelBelow * maskValue * _Turbulence;
                 i.uv.y += dis * 0.006 * isTexelBelow * maskValue * _Turbulence;
 
                 fixed4 col = tex2D(_MainTex, fixed2(i.uv.x, i.uv.y)); 
                 fixed waterColBlendFac = maskValue * isTexelBelow * 0.5;                
                 col.r = lerp(col.r, waterCol.r, waterColBlendFac);
                 col.g = lerp(col.g, waterCol.g, waterColBlendFac);
                 col.b = lerp(col.b, waterCol.b, waterColBlendFac);
 
                 float topDist = abs(i.uv.y - waveHeight);
                 fixed isNearTop = 1 - step(abs(_MainTex_TexelSize.y * 6), topDist);
                 fixed isVeryNearTop = 1 - step(abs(_MainTex_TexelSize.y * 3), topDist);
 
                 fixed topColorBlendFac = isNearTop * isTexelBelow * maskValue;
                 col.r = lerp(col.r, waterCol.r * 0.83, topColorBlendFac);
                 col.g = lerp(col.g, waterCol.g * 0.83, topColorBlendFac);
                 col.b = lerp(col.b, waterCol.b * 0.83, topColorBlendFac);
 
                 col.r += 0.2 * isVeryNearTop * isTexelBelow * maskValue;
                 col.g += 0.2 * isVeryNearTop * isTexelBelow * maskValue;
                 col.b += 0.2 * isVeryNearTop * isTexelBelow * maskValue;
 
     
 
                 return col;
             }
             ENDCG
         }
     }
 }
 



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