Hi there,
I’m using the built in Mobile Blur shader (“Hidden/FastBlur”) and it works great on most Android devices - however there is a crash that only happens on a specific subset of Galaxy S4 devices (the i337 model) and it seems to be caused by this shader.
Even deeper, the lines that cause it are:
o.offs[0] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h);
coords += netFilterWidth.xyxy;
o.offs[1] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h);
coords += netFilterWidth.xyxy;
o.offs[2] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h);
Commenting out the two o.offs[1] and o.offs[2] calls fixes it. Perhaps the GPU doesn’t have three texture units? There is a line earlier in the shader:
half4offs[3] : TEXCOORD1;
Not really sure what the fix is here, but any advice would be great.