- Home /
Toggling Unity iOS OpenGL ES 1.1/2.0 Settings
While trying to learn Cg using Unity's ShaderLab to preview, I found that if my player settings is configured to target "OpenGL ES1.1", my custom vertex shader doesn't work and the victim cube becomes all black (probably a result of falling back to VertexLit?).
It makes perfect sense to not execute my program because the shader is compiled to be fixed-function for OpenGL ES 1.1, but after I realized the fact, I toggled the settings to target "OpenGL ES1.1+2.0": the result doesn't change at all, until I quit and restart Unity to reload the project.
This behavior with no warning and no errors is quite confusing in my point of view. I tried reimport the shader but it'd remain fixed-function.
My question is: am I missing some steps to force update the settings? I'm using Unity 3.4.1.
Answer by caroparo · Oct 31, 2011 at 01:53 PM
I missed the "graphics emulation" setting in Edit menu.
Your answer

Follow this Question
Related Questions
Is it possible to combine two textures from a texture array in a shader? 1 Answer
GL.lines Drawing over Objects 0 Answers
Shading with cube maps on iPhone 3GS for Unity 3 beta 1 Answer
Fisheye effect vertex shader fail - asking for help - video and code included 1 Answer
unity shader custom vertex stream - What does TEXCOORD0.w|x mean? 1 Answer