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Question by FLorianBurchett · Oct 18, 2013 at 11:02 PM · shadertransparencyself

Shader working with 4.1.1 but not with 3.5.4

Hey everybody,

any idea why this shader works fine with 4.1.1 but not with 3.5.4?

any other suggestions for a working transparency self illum shader in 3.5.4?

please help!

thx

 Shader "Transparent" {
      
     Properties {
         _Color ("Main Color (A=Opacity)", Color) = (1,1,1,1)
         _MainTex ("Base (A=Opacity)", 2D) = ""
     }
      
     Category {
         Tags {"Queue"="Transparent" "IgnoreProjector"="True"}
         ZWrite Off
         Blend SrcAlpha OneMinusSrcAlpha
      
         SubShader {Pass {
             GLSLPROGRAM
             varying mediump vec2 uv;
            
             #ifdef VERTEX
             uniform mediump vec4 _MainTex_ST;
             void main() {
                 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
                 uv = gl_MultiTexCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
             }
             #endif
            
             #ifdef FRAGMENT
             uniform lowp sampler2D _MainTex;
             uniform lowp vec4 _Color;
             void main() {
                 gl_FragColor = texture2D(_MainTex, uv) * _Color;
             }
             #endif     
             ENDGLSL
         }}
        
         SubShader {Pass {
             SetTexture[_MainTex] {Combine texture * constant ConstantColor[_Color]}
         }}
         FallBack "Diffuse"
     }
      
     }
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avatar image sdgd · Oct 18, 2013 at 11:04 PM 0
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why do you want to work with 3.5.4

why can't you work with 4.1.1?

and it's usual that later versions do support more stuff then early ones,

it's true that later versions can have more bugs or less, ... depends from time to time but for unity I can say from my personal experiences that I didn't get much of the bugs in later versions

avatar image FLorianBurchett · Oct 18, 2013 at 11:11 PM 0
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I $$anonymous$$NOWWWWW!!! and i would like to use the latest version. i even have the pro version of it. But the AR plugin i use is not supported so i have to go back :-(

any ideas?

avatar image sdgd FLorianBurchett · Oct 18, 2013 at 11:11 PM 0
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please don't post answers as comments

I'm converting it now

if you have pro version of unity 4 you might be able to change the Unity engine, ...

sorry I have never had PRO nor even tried it, ...

but heard several times that I'd needed pro version to change some stuff in Unity Engine Core, ...

avatar image whydoidoit · Oct 18, 2013 at 11:12 PM 0
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I don't think 3.5.4 supported lowp samplers - try using a higher precision.

avatar image whydoidoit · Oct 18, 2013 at 11:14 PM 1
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  uniform lowp sampler2D _$$anonymous$$ainTex;

to

  uniform sample2D _$$anonymous$$ainTex;
avatar image whydoidoit · Oct 18, 2013 at 11:26 PM 1
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 Shader "Transparent" {
  
     Properties {
         _Color ("$$anonymous$$ain Color (A=Opacity)", Color) = (1,1,1,1)
         _$$anonymous$$ainTex ("Base (A=Opacity)", 2D) = ""
     }
  
     Category {
         Tags {"Queue"="Transparent" "IgnoreProjector"="True"}
         ZWrite Off
         Blend SrcAlpha One$$anonymous$$inusSrcAlpha
  
         SubShader {Pass {
             GLSLPROGRA$$anonymous$$
             varying mediump vec2 uv;
  
             #ifdef VERTEX
             uniform mediump vec4 _$$anonymous$$ainTex_ST;
             void main() {
                 gl_Position = gl_$$anonymous$$odelViewProjection$$anonymous$$atrix * gl_Vertex;
                 uv = gl_$$anonymous$$ultiTexCoord0.xy * _$$anonymous$$ainTex_ST.xy + _$$anonymous$$ainTex_ST.zw;
             }
             #endif
  
             #ifdef FRAG$$anonymous$$ENT
             uniform sampler2D _$$anonymous$$ainTex;
             uniform lowp vec4 _Color;
             void main() {
                 gl_FragColor = texture2D(_$$anonymous$$ainTex, uv) * _Color;
             }
             #endif     
             ENDGLSL
         }}
  
         SubShader {Pass {
             SetTexture[_$$anonymous$$ainTex] {Combine texture * constant ConstantColor[_Color]}
         }}
         FallBack "Diffuse"
     }
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