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Question by Georgeh200 · Oct 01, 2014 at 07:05 PM · shaders

diffuse curve world shader

I try to make a my objects to appear curved like Subway game, so I use this Shader, it's working Editor, but doesn't produce any thing on Android device

     Shader "Custom/CurvedWorld"
     {
     Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {}
     }
     SubShader {
         Tags { "RenderType"="Opaque" }
         LOD 150
      
     CGPROGRAM
     #pragma surface surf Lambert noforwardadd  vertex:vert
      
     sampler2D _MainTex;
      
     struct Input {
         float2 uv_MainTex;
     };
      
     void surf (Input IN, inout SurfaceOutput o) {
         fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
         o.Albedo = c.rgb;
         o.Alpha = c.a;
     }
      
     void vert( inout appdata_full v)
             {
             float4 _QOffset= float4(-5,-5,0,0);
             float _Dist=100.0;
             vv.xyz -= _WorldSpaceCameraPos.xyz;
               float4 vPos = mul (UNITY_MATRIX_MV, v.vertex);
                     float zOff = vPos.z/_Dist;
                 vPos += _QOffset*zOff*zOff;
                 v.vertex = mul (vPos, UNITY_MATRIX_IT_MV);
                 v.texcoord = mul( UNITY_MATRIX_TEXTURE0, v.texcoord );    
             }
     ENDCG
     }
      
      
     }
 
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Answer by tanoshimi · Feb 14, 2015 at 09:55 AM

Your shader looks like a slightly mashed up version of the one at https://alastaira.wordpress.com/2013/10/25/animal-crossing-curved-world-shader/ . Try this code instead:

 Shader "Custom/CurvedWorld" {
     Properties {
         // Diffuse texture
         _MainTex ("Base (RGB)", 2D) = "white" {}
         // Degree of curvature
         _Curvature ("Curvature", Float) = 0.001
     }
     SubShader {
         Tags { "RenderType"="Opaque" }
         LOD 200
  
         CGPROGRAM
         // Surface shader function is called surf, and vertex preprocessor function is called vert
         // addshadow used to add shadow collector and caster passes following vertex modification
         #pragma surface surf Lambert vertex:vert addshadow
  
         // Access the shaderlab properties
         uniform sampler2D _MainTex;
         uniform float _Curvature;
  
         // Basic input structure to the shader function
         // requires only a single set of UV texture mapping coordinates
         struct Input {
             float2 uv_MainTex;
         };
  
         // This is where the curvature is applied
         void vert( inout appdata_full v)
         {
             // Transform the vertex coordinates from model space into world space
             float4 vv = mul( _Object2World, v.vertex );
  
             // Now adjust the coordinates to be relative to the camera position
             vv.xyz -= _WorldSpaceCameraPos.xyz;
  
             // Reduce the y coordinate (i.e. lower the "height") of each vertex based
             // on the square of the distance from the camera in the z axis, multiplied
             // by the chosen curvature factor
             vv = float4( 0.0f, (vv.z * vv.z) * - _Curvature, 0.0f, 0.0f );
  
             // Now apply the offset back to the vertices in model space
             v.vertex += mul(_World2Object, vv);
         }
  
         // This is just a default surface shader
         void surf (Input IN, inout SurfaceOutput o) {
             half4 c = tex2D (_MainTex, IN.uv_MainTex);
             o.Albedo = c.rgb;
             o.Alpha = c.a;
         }
         ENDCG
     }
     // FallBack "Diffuse"
 }
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