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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"
}
}
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
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?
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, ...
I don't think 3.5.4 supported lowp samplers - try using a higher precision.
uniform lowp sampler2D _$$anonymous$$ainTex;
to
uniform sample2D _$$anonymous$$ainTex;
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"
}
Your answer
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