I have and OpenGL ES 3.0 project and when loading on Android 4.3 (Nexus4) i got:
I/Unity (19744): gles_mode = 3 (integer)
I/Unity (19744): splash_mode = 0 (integer)
I/Unity (19744): hide_status_bar = True (bool)
I/Unity (19744): 32bit_display = True (bool)
I/Unity (19744): 24bit_depth = True (bool)
I/Unity (19744): default_aa = 0 (integer)
I/Unity (19744): useObb = False (bool)
I/Unity (19744): development_player = True (bool)
I/Unity (19744): onResume
I/Unity (19744): windowFocusChanged: true
D/Unity (19744): surfaces: attach glview
I/Unity (19744): onResume
D/Unity (19744): Creating OpenGL ES 2.0 context (RGB24 888 24/8)
I/Unity (19744): windowFocusChanged: true
I/Unity (19744): onSurfaceCreated
I/Unity (19744): onSurfaceChanged 768x1184
I/Unity (19744): view is 768x1184
I/Unity (19744): initUnity
I/Unity (19744): glGetString (GL10.GL_VERSION)='OpenGL ES 3.0 V@14.0 (GIT@Iabe52cfaeae4c5fab1acacfe6f056ba15fa93274)'
D/Unity (19744): SystemInfo CPU = ARMv7 VFPv3 NEON, Cores = 4, Memory = 1870mb
Why is creating OpenGL ES 2.0 context ?
later when shader gets compiled i got following error:
D/Unity (19744): -------- GLSL source:
D/Unity (19744): #extension GL_EXT_shadow_samplers : enable
D/Unity (19744): precision highp float;
D/Unity (19744): varying highp vec4 xlv_TEXCOORD3;
D/Unity (19744): varying lowp vec3 xlv_TEXCOORD2;
D/Unity (19744): varying lowp vec3 xlv_TEXCOORD1;
D/Unity (19744): varying highp vec2 xlv_TEXCOORD0;
D/Unity (19744): uniform lowp vec4 _Color;
D/Unity (19744): uniform sampler2D _MainTex;
D/Unity (19744): uniform lowp sampler2DShadow _ShadowMapTexture;
D/Unity (19744): uniform lowp vec4 _LightColor0;
D/Unity (19744): uniform highp vec4 _LightShadowData;
D/Unity (19744): uniform lowp vec4 _WorldSpaceLightPos0;
D/Unity (19744): void main ()
D/Unity (19744): {
D/Unity (19744): lowp vec4 c_1;
D/Unity (19744): lowp vec4 tmpvar_2;
D/Unity (19744): tmpvar_2 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color);
D/Unity (19744): lowp float shadow_3;
D/Unity (19744): lowp float tmpvar_4;
D/Unity (19744): tmpvar_4 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz);
D/Unity (19744): highp float tmpvar_5;
D/Unity (19744): tmpvar_5 = (_LightShadowData.x + (tmpvar_4 * (1.0 - _LightShadowData.x)));
D/Unity (19744): shadow_3 = tmpvar_5;
D/Unity (19744): lowp vec4 c_6;
D/Unity (19744): c_6.xyz = ((tmpvar_2.xyz * _LightColor0.xyz) * ((max (0.0, dot (xlv_TEXCOORD1, _WorldSpaceLightPos0.xyz)) * shadow_3) * 2.0));
D/Unity (19744): c_6.w = tmpvar_2.w;
D/Unity (19744): c_1.w = c_6.w;
D/Unity (19744): c_1.xyz = (c_6.xyz + (tmpvar_2.xyz * xlv_TEXCOORD2));
D/Unity (19744): gl_FragData[0] = c_1;
D/Unity (19744): }
D/Unity (19744): -------- GLSL error:
D/Unity (19744): Fragment shader compilation failed.
D/Unity (19744): WARNING: 0:6: extension 'GL_EXT_shadow_samplers' is not supported
D/Unity (19744): ERROR: 0:14: 'sampler2DShadow' : Reserved word.
D/Unity (19744): ERROR: 0:14: 'sampler2DShadow' : Syntax error: syntax error
D/Unity (19744): ERROR: 2 compilation errors. No code generated.
D/Unity (19744):
D/Unity (19744):
D/Unity (19744):
D/Unity (19744): GLES30: failed to compile fragment shader:
Any settings I missed in Unity ?
Thank you for helping,
Domi