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Image with outline shader material on canvas becomes invisible after showing ads on an android device
I tried using an outline shader from this website https://gist.github.com/mandarinx/f28931faa3c6a5378978a82c84d3dbcd
I have an image on a canvas with the outline shader material. The shader works fine in the unity editor, even after showing unity's ads in the editor. The shader also works initially on android devices, but after showing an ad, the image with the outline shader material becomes invisible. It's still there because I tried using the shader with a button and the button can be pressed, it's just not visible. Can anyone help me?
This is the outline shader I used:
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,)' with 'UnityObjectToClipPos()'
Shader "Custom/SpritesOutline" { Properties { //[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap("Pixel snap", Float) = 0
// Add values to determine if outlining is enabled and outline color.
//[PerRendererData]
_Outline("Outline", Float) = 1
//[PerRendererData]
_OutlineColor("Outline Color", Color) = (1,1,1,1)
//[PerRendererData]
_OutlineSize("Outline Size", int) = 1
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#pragma shader_feature ETC1_EXTERNAL_ALPHA
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
fixed4 _Color;
float _Outline;
fixed4 _OutlineColor;
int _OutlineSize;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
float4 _MainTex_TexelSize;
fixed4 SampleSpriteTexture(float2 uv)
{
fixed4 color = tex2D(_MainTex, uv);
#if ETC1_EXTERNAL_ALPHA
// get the color from an external texture (usecase: Alpha support for ETC1 on android)
//color.a = tex2D(_AlphaTex, uv).r;
#endif //ETC1_EXTERNAL_ALPHA
return color;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture(IN.texcoord) * IN.color;
// If outline is enabled and there is a pixel, try to draw an outline.
if (_Outline > 0 && c.a > 0.1f) {
float totalAlpha = 1.0;
[unroll(50)]
for (int i = 1; i < _OutlineSize + 1; i++) {
fixed4 pixelUp = tex2D(_MainTex, IN.texcoord + fixed2(0, i * _MainTex_TexelSize.y));
fixed4 pixelDown = tex2D(_MainTex, IN.texcoord - fixed2(0,i * _MainTex_TexelSize.y));
fixed4 pixelRight = tex2D(_MainTex, IN.texcoord + fixed2(i * _MainTex_TexelSize.x, 0));
fixed4 pixelLeft = tex2D(_MainTex, IN.texcoord - fixed2(i * _MainTex_TexelSize.x, 0));
totalAlpha = totalAlpha * pixelUp.a * pixelDown.a * pixelRight.a * pixelLeft.a;
}
if (totalAlpha == 0) {
c.rgba = fixed4(1, 1, 1, 1) * _OutlineColor;
}
}
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
This is the script I used on the image object:
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;
namespace Nagih { public class SpriteOutline : MonoBehaviour {
[SerializeField] private Color outlineColor;
[SerializeField] private Color DefaultImageColor;
[Range(0, 10000)]
[SerializeField] private float outlineSize;
[SerializeField] private SpriteRenderer SpriteRenderer;
[SerializeField] private Image Image;
[SerializeField] private RectTransform RectTransform;
[SerializeField] private bool HasOutline = false;
void OnEnable()
{
if(HasOutline == false)
{
HasOutline = true;
UpdateOutline(true);
Debug.LogWarning("Update outline...");
}
}
private void UpdateOutline(bool outline)
{
if(Image != null)
{
Image.material = new Material(Image.material);
Material test = Image.material;
test.SetFloat("_Outline", outline ? 1f : 0);
test.SetColor("_OutlineColor", outlineColor);
test.SetFloat("_OutlineSize", outlineSize);
test.SetColor("_Color", DefaultImageColor);
//Reset the color of the image
Image.color = DefaultImageColor;
}
}
}
}