Shader breaks on device.
Hello! I've been trying to make a simple gaussian blur shader using Grabpass.
I've managed to get it to work in the editor. The problem right now is that it doesn't display on Note 3 with Android 6.0. It gives me 'broken shader' pink instead.
What I do is run 4 of these passes:
 GrabPass{}
     
 Pass
 {
     CGPROGRAM
     #pragma target 2.0
     #pragma vertex vert
     #pragma fragment frag1
     ENDCG
 }
And the pass contains the following things :
 float4 frag3 (v2f i) : COLOR
 {
     pixel_info pinfo;
     pinfo.tex = _GrabTexture;
     pinfo.uv = UNITY_PROJ_COORD(i.proj);        
     pinfo.texelSize = _GrabTexture_TexelSize;
     return GaussianBlur(pinfo, _Resolution * 1.2, _Direction.zw);
 }
This works without issue in the editor, however once i compile it and run the project on mobile it no longer works.
The only error i have managed to get out of it is the following, occurring after the build finishes :
 Shader error in 'Custom/GaussianBlur': 'assign' :  cannot convert from 'uniform sampler2D' to 'sampler2D' at line 94 (on gles)
 Compiling Vertex program
 Platform defines: UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_NO_LINEAR_COLORSPACE
Where line 94 is the
 pinfo.uv = UNITY_PROJ_COORD(i.proj);        
line, where no actual textures are being assigned. This is also very weird since the _GrabTexture property is not uniform.
Has anyone run into anything like this in the past? Any Suggestions?
Any luck in solving this? I have stumbled upon the same issue. Weird thing, on my friends computer (he's using windows i use macos) it works fine :/
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 koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                