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Question by Wekthor · Aug 15, 2012 at 01:54 PM · shaderiosiphonereflectionglass

Iphone Shader Reflection Map

Hi,

i stitched together some simple Reflection Map shader for glass reflections on Iphone. Everything works as it is supposed, it looks great in editor, but on Ipad the result looks very different.

In reflection map i have clouds and some other stuff, in editor its all "reflected" as it should be, but on Ipad there are always just same values for whole window. Or how to explain it better, it seems to me that on Ipad it takes from the reflection map only one color value at a time, so the shader is using just one value for whole window at a time, while in editor you got reflected whole texture.

important parts of the shader :

 TexGen SphereMap
 
 Tags {"Queue" = "Transparent" }
 Cull Back
 
 Pass
 {
   Blend SrcAlpha OneMinusSrcAlpha
   BindChannels
 {
   Bind "Vertex". vertex
   Bind "texcoord", texcoord0
   Bind "normal", normal
 }
 
 SetTexture [_EnvMap] { combine texture }
 
 }

So i guess the question is how to make the shader work at least a bit similar as in editor, since the results are now very different from Editor. Using iOS basic.

Thanks for any help.

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