2.0 shader, that works in editor, but not on iPad3 ?

OK so I have this fairly simple shader (from 2d-toolkit gui)…
I added a second pass to add a glow texture on top, (plus I scroll the material offset so it looks like a shimmer)
The material is also copied/instanced when it is used.
It works great in unity set to graphical emulation 2.0 (even in shader model 1.0 emulation)

but on device(iPad3), there is no second layer texture… looks almost like its adding a grey or white flat color to my base texture.
There are no errors, and it doesn’t show up magenta.
It still seems to be correctly using the alpha of the base texture to clip the second layer, but there is no sign of the actual second layer texture…
Something is going wrong… but no idea what or why.

Any thoughts ?
Help appreciated. thanks.

Shader “tk2d/BlendVertexColorShimmer”
{
Properties
{
_MainTex (“Base (RGB) Trans (A)”, 2D) = “white” {}
_ShimmerTex (“Base (RGB) Trans (A)”, 2D) = “white” {}
}

SubShader
{
Tags {“Queue”=“Transparent” “IgnoreProjector”=“True” “RenderType”=“Transparent”}
LOD 100

ZWrite Off
ZTest Off
Cull Off
Blend SrcAlpha OneMinusSrcAlpha

BindChannels
{
Bind “Vertex”, vertex
Bind “TexCoord”, texcoord
Bind “Color”, color
}

Pass
{
Lighting Off
SetTexture [_MainTex] { combine texture * primary } //regular tk2d texture
}

Blend SrcAlpha One //color addition
Pass
{
Lighting Off
SetTexture [_MainTex] { combine texture * primary }
SetTexture [_ShimmerTex] { combine texture*previous }
}

}

fallback “tk2d/BlendVertexColor”
}

Unfortunately, Unity’s graphics emulation is pretty limited. That said, the issue here might be something that would be difficult to emulate anyway.

The only thing that jumps out at me is you have Blend set twice in the same block. You should really put those commands inside their corresponding Passes, because otherwise I think it’s ambiguous.

Thanks Daniel, I tried moving the Blend command, but its still the same…
maybe its not valid to change blend modes ? or have 2 texture sources in a pass ? seems unlikely, and this shader seems pretty simple… hrm…

ok, discovered that the shader works fine on device if I slap it onto a polygon, it just doesn’t work in combination with a 2d-toolkit sprite. somehow it behaves as if losing the the second texture from the material