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Shader Rendering above everything only on Mobile.
Hello,
So I'm using this really nice gradient sprite shader in my project and it looks great while testing. However whenever I run it on iOS it renders above everything and makes it look like everything is behind it.
Im still new with shaders, I was wondering if anyone knows an easy fix.
Thanks! :)
Shader "Custom/SpriteGradient" {
Properties{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Bottom Color", Color) = (1,1,1,1)
_Color2("Top Color", Color) = (1,1,1,1)
_Angle("Angle", Range(0,1)) = 0
_InverseAngle("Invert the angle (0 off, 1 on)", Range(0,1)) = 0
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
}
SubShader{
Tags{ "Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True" }
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Fog{ Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
fixed4 _Color;
fixed4 _Color2;
float _Angle;
int _InverseAngle;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
#endif
float angledLerpX = saturate(lerp(IN.texcoord.x, 0, _Angle));
float angledLerpY = saturate(lerp(0, IN.texcoord.y, _Angle));
float angledLerp = (angledLerpX + angledLerpY);
angledLerp = lerp(angledLerp, 1 - angledLerp, _InverseAngle);
OUT.color = lerp(_Color, _Color2, angledLerp);
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f i) : COLOR{
fixed4 c = tex2D(_MainTex, i.texcoord) * i.color;
clip(c.a - 0.01);
return c;
}
ENDCG
}
}
}
Comment
I would like to clarify that this is attached to a 2d sprite in the scene, but the sprite is positioned behind some stuff.
Your answer
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