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Question by xiewneqi · May 04, 2015 at 02:43 AM · shaderslightmapping

Shader with lightmap works fine in editor but failed on Android devices

Hi, I've write a simple shader with lightmap which works fine in editor, but when published to Android devices, no lightmap effect shows at all. This only happens in Unity5.0.0f4 and Unity5.0.1f1, however when tested with Unity4.6.3f1, everything works fine.

Here is the shade code:

 // Upgrade NOTE: commented out 'float4 unity_LightmapST', a built-in variable
 // Upgrade NOTE: commented out 'sampler2D unity_Lightmap', a built-in variable
 // Upgrade NOTE: replaced tex2D unity_Lightmap with UNITY_SAMPLE_TEX2D
 
 // 普通自发光材质
 
 Shader "Custom/x1945/normal/unlit" {
     Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {}
     }
     SubShader
     {
         Tags { "RenderType"="Opaque" }
         Lighting Off
         Fog { Mode Linear}
       
         Pass
         {
             CGPROGRAM
           
             #include "UnityCG.cginc"
             #pragma vertex vert
             #pragma fragment frag
             #pragma multi_compile_fog
             #pragma multi_compile LIGHTMAP_ON LIGHTMAP_OFF
           
             uniform sampler2D _MainTex;
             uniform float4 _MainTex_ST;
             // sampler2D unity_Lightmap;
             // float4 unity_LightmapST;
           
             struct v2f
             {
                 float4 vertex : POSITION;
                 float2 uv  : TEXCOORD0;
                 #ifdef LIGHTMAP_ON
                 float2 uv1 : TEXCOORD1;
                 #endif
                 UNITY_FOG_COORDS (2)
             };
           
             struct appdata_input
             {
                 float4 vertex : POSITION;
                 float2 texcoord : TEXCOORD0;
                 #ifdef LIGHTMAP_ON
                 float2 texcoord1 : TEXCOORD1;
                 #endif
             };
           
             v2f vert (appdata_input input)
             {
                 v2f o;
                 o.vertex = mul (UNITY_MATRIX_MVP, input.vertex);
                 o.uv = TRANSFORM_TEX (input.texcoord, _MainTex);
                 #ifndef LIGHTMAP_OFF
                 o.uv1 = input.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
                 #endif
                 UNITY_TRANSFER_FOG(o,o.vertex);
                 return o;
             }
           
             fixed4 frag (v2f i) : COLOR
             {
                 fixed4 texColor = tex2D (_MainTex, i.uv);
                 #ifndef LIGHTMAP_OFF
                 texColor.rgb *= DecodeLightmap (UNITY_SAMPLE_TEX2D (unity_Lightmap, i.uv1));
                 #endif
               
                 UNITY_APPLY_FOG (i.fogCoord, texColor);
                 return texColor;
             } 
           
             ENDCG
         }
     }
     FallBack Off
 }

Is there anything wrong with the shader?

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avatar image DidierP · Mar 26, 2017 at 09:37 PM 0
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Hi there,

I'm currently facing the exact same problem with a similar shader deployed on Android. Did you manage to find a solution to this by any chance ?

The unity doc for custom shader using lightmaps is inexistant, so I'm having hard time to know if those unity_Lightmap built in variable are not being used properly.

Thanks for the help.

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