Can ShaderLab be configured to use EXT_shader_texture_lod instead of ARB_shader_texture_lod on iOS?

I’m trying to sample a specific mip level of a cubemap with texCUBElod but on iOS I get an “ARB_shader_texture_lod not supported” error. However EXT_shader_texture_lod is supported, is there some way I can coax ShaderLab to build with EXT instead?

if you swap out hit and hitRange it seems to get rid of that error E.g if(Physics.Raycast(origin, forward, out hit, hitRange))

1 Answer

1

Got the answer from a Unity dev: this is a bug, the compiler should be selecting EXT_ when appropriate. To be fixed in Unity 4.2.