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              This question was 
             closed Nov 25, 2017 at 06:14 PM by 
             Bunny83 for the following reason: 
             
 
            Problem is not reproducible or outdated. Crystal-ball-question. The question is lacking important information about the problem (specifically the shader).
Shader does not display properly in game/editor view, but building it works.
Hey everyone, I have an issue where my shader is showing up as white in the editor and the game view. When I build it, it plays and renders properly. I tried reimporting it, yet that did not work. Any ideas?
Thanks!
Here is the shader:
 /*
     Created by chenjd
     http://www.cnblogs.com/murongxiaopifu/
 */
 Shader "chenjd/ForceField"
 {
 Properties
 {
     _Color("Color", Color) = (0,0,0,0)
     _NoiseTex("NoiseTexture", 2D) = "white" {}
     _DistortStrength("DistortStrength", Range(0,1)) = 0.2
     _DistortTimeFactor("DistortTimeFactor", Range(0,1)) = 0.2
     _RimStrength("RimStrength",Range(0, 10)) = 2
     _IntersectPower("IntersectPower", Range(0, 3)) = 2
 }
 
 SubShader
 {
     ZWrite Off
     Cull Off
     Blend SrcAlpha OneMinusSrcAlpha
 
     Tags
     {
         "RenderType" = "Transparent"
         "Queue" = "Transparent"
     }
 
     GrabPass
     {
         "_GrabTempTex"
     }
 
 Pass
 {
     CGPROGRAM
 #pragma target 3.0
 #pragma vertex vert
 #pragma fragment frag
 
 #include "UnityCG.cginc"
 
     struct appdata
 {
     float4 vertex : POSITION;
     float2 uv : TEXCOORD0;
     float3 normal : NORMAL;
 };
 
 struct v2f
 {
     float4 vertex : SV_POSITION;
     float2 uv : TEXCOORD0;
     float4 screenPos : TEXCOORD1;
     float4 grabPos : TEXCOORD2;
     float3 normal : NORMAL;
     float3 viewDir : TEXCOORD3;
 };
 
 sampler2D _GrabTempTex;
 float4 _GrabTempTex_ST;
 sampler2D _NoiseTex;
 float4 _NoiseTex_ST;
 float _DistortStrength;
 float _DistortTimeFactor;
 float _RimStrength;
 float _IntersectPower;
 
 sampler2D _CameraDepthTexture;
 
 v2f vert(appdata v)
 {
     v2f o;
     o.vertex = UnityObjectToClipPos(v.vertex);
 
     o.grabPos = ComputeGrabScreenPos(o.vertex);
 
     o.uv = TRANSFORM_TEX(v.uv, _NoiseTex);
 
     o.screenPos = ComputeScreenPos(o.vertex);
 
     COMPUTE_EYEDEPTH(o.screenPos.z);
 
     o.normal = UnityObjectToWorldNormal(v.normal);
 
     o.viewDir = normalize(UnityWorldSpaceViewDir(mul(unity_ObjectToWorld, v.vertex)));
 
     return o;
 }
 
 fixed4 _Color;
 
 
 fixed4 frag(v2f i) : SV_Target
 {
     float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)));
     float partZ = i.screenPos.z;
 
     float diff = sceneZ - partZ;
     float intersect = (1 - diff) * _IntersectPower;
 
     float3 viewDir = normalize(UnityWorldSpaceViewDir(mul(unity_ObjectToWorld, i.vertex)));
     float rim = 1 - abs(dot(i.normal, normalize(i.viewDir))) * _RimStrength;
     float glow = max(intersect, rim);
 
     float4 offset = tex2D(_NoiseTex, i.uv - _Time.xy * _DistortTimeFactor);
     i.grabPos.xy -= offset.xy * _DistortStrength;
     fixed4 color = tex2Dproj(_GrabTempTex, i.grabPos);
 
     fixed4 col = _Color * glow + color;
     return col;
 
 }
 
 ENDCG
 }
 }
 }
 
              
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