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Question by vsNetworks · Feb 25, 2013 at 08:40 PM · androidshadermobilecustomcustom-shader

Custom Shader not working on Android Device

This shader works great in the Unity Editor but once I build it to an Android Table (the Nexus 10) it stops working. Is there anything i can do to make this Shader work on an Android device?

 enter code hereShader "Mobile/Outlined Diffuse" 
 { 
    Properties 
    { 
       _Color ("Main Color", Color) = (.5,.5,.5,1) 
       _OutlineColor ("Outline Color", Color) = (0,1,0,1) 
       _Outline ("Outline width", Range (0.002, 0.03)) = 0.01 
       _MainTex ("Base (RGBA)", 2D) = "white" { } 
       //Not needed 
       //_ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { Texgen CubeNormal } 
    } 
  
    SubShader 
    { 
       Tags {"Queue"="Transparent" "RenderType"="Transparent"} 
  
       //Minor switch 
       //UsePass "Toon/Basic/BASE" 
  
       CGPROGRAM
         #pragma surface surf Lambert
  
         sampler2D _MainTex;
         float4 _Color;
  
         struct Input {
             float2 uv_MainTex;
         };
  
         void surf (Input IN, inout SurfaceOutput o) {
             half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
             o.Albedo = c.rgb;
             o.Alpha = c.a;
         }
         ENDCG
  
       Pass 
       { 
          Name "OUTLINE" 
          Tags { "LightMode" = "Always" } 
  
          Blend SrcAlpha OneMinusSrcAlpha
  
          CGPROGRAM 
 #pragma exclude_renderers gles
 #pragma exclude_renderers xbox360
          #pragma vertex vert 
  
          struct appdata { 
              float4 vertex; 
              float3 normal; 
          }; 
  
          struct v2f { 
             float4 pos : POSITION; 
             float4 color : COLOR; 
             float fog : FOGC; 
          }; 
          uniform float _Outline; 
          uniform float4 _OutlineColor; 
  
          v2f vert(appdata v) { 
             v2f o; 
             o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 
             float3 norm = mul ((float3x3)UNITY_MATRIX_MV, v.normal); 
             norm.x *= UNITY_MATRIX_P[0][0]; 
             norm.y *= UNITY_MATRIX_P[1][1]; 
             o.pos.xy += norm.xy * o.pos.z * _Outline; 
  
             o.fog = o.pos.z; 
             o.color = _OutlineColor; 
             return o; 
          } 
  
          ENDCG 
  
          Cull Front
          ZWrite On
          ColorMask RGBA
          Blend SrcAlpha OneMinusSrcAlpha
          //? -Note: I don't remember why I put a "?" here 
          SetTexture [_MainTex] { combine primary } 
       } 
    } 
  
    Fallback "Diffuse" 
 }
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avatar image nsxdavid · Feb 25, 2013 at 11:05 PM 0
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With problems like this the best thing to do is start simplfying the shader until you get something that renders. That will help narrow down where the problem lies.

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