I’ve written a custom shader for controlling color and offset variables, shader works fine on Desktop, and Android Devices except Samsung.
ZTE Devices, LG Devices, General Mobile Devices are fine.
Tested on Samsung S3, S3mini, Note 2 and Background is completely pink.
Shader is like this.
Shader “Sample/ColorShader”
{
Properties
{
_MainTex (“Texture”, 2D) = “white” {}
_Color (“Tint Color”, Color) = (1, 1, 1, 1)
}
SubShader
{
Tags { “Queue” = “Transparent” “RenderType” = “Opaque” }
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct input
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct output
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform fixed4 _Color;
output vert (input i)
{
output o;
o.pos = mul(UNITY_MATRIX_MVP, i.pos);
o.uv = TRANSFORM_TEX(i.uv, _MainTex);
return o;
}
fixed4 frag (output i) : COLOR
{
fixed4 col = tex2D(_MainTex, i.uv);
col *= _Color;
return col;
}
ENDCG
}
}
}
Any Suggestions ?