I’ve got an issue where some devices are having my shader show up as black. Does anyone know what the cause of a black texture is? I know pink means the shader isn’t supported but black seems like the lighting isn’t working.
The top picture shows what the shader should look like (and works on most devices) but there are some devices that don’t.
You can see the reflection part of the shader is working in the bottom image but the color of the texture is black. The bit of yellow at the back is actually a different material (needed to be transparent for the flames).
Anyone come across this type of issue is custom shaders? It’s got to be something I’m doing wrong in my shader:
With latest version of Unity I had to play with depth buffers (enable 32 bit, disable 24 bit) or my entire game was black. Android also has limited texture support.
Also check the texture import settings, specifically for Transparency options.
No, it’s still reproducible. We’re experiencing this bug on iPad devices sometimes. I thought it was related to the Resources.UnloadUnusedAssets() method, but i was wrong.
Have no idea what to do.
Hey guys do all your problems go away if you hard set Quality Settings for AntiAliasing Multi Sampling to 0?
QualitySettings.antiAliasing = 0;
I was about to raise my own thread as my issue seems worse when using Static Batching with Anti Aliasing.
Before we get into texture import settings using ETC and RGBA 16 and such. I wanted to point out that my game has been out with 3 updates to Google Play, Amazon / Kindle, and Nook with no texture rendering issues on Unity 3.5.x Pro.
With the 4th update I had upgraded to Unity 4.2.1f4 Pro and now I have users reporting black bars on my UI (NGUI) and flickering graphics. The flickering is some of my meshes deforming all over the place. At first I couldn’t reproduce the problem on my devices but now I’ve isolated the cause with the ramping up of my Quality Settings. Other build settings include: OpenGL ES 2.0 and Android 2.2 as a base.
I have confirmed issues on Galaxy 1 - 4 S devices and on Nook Color by enabling AntiAliasing Mulitsampling 2x or higher.
Can people tell me if they are seeing similar results by hard setting:
QualitySettings.masterTextureLimit = 0; //Let’s avoid Mip maps for now.
QualitySettings.antiAliasing = 2; //or 4, 8…
Yikes. Does it get worse when enabling multi sampling above 0? Many of my static models disappear. I lose my skybox. I get some flickering on screen too which is random.
Anyone notice things change with changes to AA settings?
We are also experiencing this problem. We’ve had it before, but found out there were still some texture atlases set at 4096, we set those to 2048 and that solved the problem. Now we’ve added some new graphics and the problem has emerged again. I’ve checked all atlases and nothing is bigger than 2048 this time. Setting antiAliasing makes the problem worse, but we also don’t use antiAliasing to begin with so this can not be used to solve the problem.