Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Alp-Giray-Savrum · Aug 20, 2016 at 11:22 AM · errorshadermobilemobile devicespink

Custom Shader is Pink Only Samsung

I've written a custom shader for controlling color and offset variables, shader works fine on Desktop, and Android Devices except Samsung.

ZTE Devices, LG Devices, General Mobile Devices are fine. alt text

Tested on Samsung S3, S3mini, Note 2 and Background is completely pink. alt text

Shader is like this. Shader "Sample/ColorShader" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Tint Color", Color) = (1, 1, 1, 1) } SubShader { Tags { "Queue" = "Transparent" "RenderType" = "Opaque" } Blend SrcAlpha OneMinusSrcAlpha

         Pass
         {
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             
             #include "UnityCG.cginc"
 
             struct input
             {
                 float4 pos : POSITION;
                 float2 uv : TEXCOORD0;
             };
 
             struct output
             {
                 float4 pos : SV_POSITION;
                 float2 uv : TEXCOORD0;
             };
 
             uniform sampler2D _MainTex;
             uniform float4 _MainTex_ST;
             uniform fixed4 _Color;
             
             output vert (input i)
             {
                 output o;
 
                 o.pos = mul(UNITY_MATRIX_MVP, i.pos);
                 o.uv = TRANSFORM_TEX(i.uv, _MainTex); 
 
                 return o;
             }
             
             fixed4 frag (output i) : COLOR
             {
                 fixed4 col = tex2D(_MainTex, i.uv);
 
                 col *= _Color;
 
                 return col;
             }
             ENDCG
         }
     }
 }
 


Any Suggestions ?

ss2.png (60.5 kB)
cf12822a-fd36-456c-b877-1e0aed646451.jpg (29.6 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by tanoshimi · Aug 20, 2016 at 01:55 PM

Those Samsungs use Mali chips, which are notorious for their incompatibility.... commonly caused by precision issues in the fragment program, but I don't see any particular issues in your example that would cause that. Did you take a look at the logcat output?

In the absence of any further information from logcat, my only two suggestions that you might want to try are:

  • Use UNITY_INITIALIZE_OUTPUT to fully initialise the value of your output o structure in the vert shader.

  • Try renaming your variables so that they do not begin with an underscore, as mentioned here.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
-1

Answer by OsmiousH · Aug 20, 2016 at 11:27 AM

That shader doesn't support That device's render capabilities

to fix this write a subshader esspecially for that device's render capabilities and tada it works

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

101 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

GPU does not support separate MRT blend modes! 0 Answers

PİNG WATER !! HELP MEEEEEEEEE !!!!! 0 Answers

Shader works in editor but not in Android - Pass 'meta' has no vertex shader 1 Answer

Black screen on Android build 14 Answers

LWRP lowest android version 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges