Hi,
I’m having some performance problems with my Unity Project which i didn’t have before. I’m using OpenGL ES 2.0 which i think the problem is. Is there anyway to make this shader working on OpenGL ES 1.0? Shader:
// Upgrade NOTE: replaced 'PositionFog()' with multiply of UNITY_MATRIX_MVP by position
// Upgrade NOTE: replaced 'V2F_POS_FOG' with 'float4 pos : SV_POSITION'
Shader "Hologram" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_RimColor ("Rim Color", Color) = (1, 1, 1, 1)
_RimPower ("Rim Power", Range(0.5,8.0)) = 3.0
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 color : COLOR;
};
uniform float4 _MainTex_ST;
uniform float4 _RimColor;
uniform float _RimPower;
v2f vert (appdata_base v) {
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
float dotProduct = 1 - dot(v.normal, viewDir) * _RimPower;
float rimWidth = 0.7;
o.color = smoothstep(1 - rimWidth, 1.0, dotProduct);
o.color *= _RimColor;
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
uniform sampler2D _MainTex;
uniform float4 _Color;
float4 frag(v2f i) : COLOR {
float4 texcol = tex2D(_MainTex, i.uv);
texcol *= _Color;
texcol.rgb += i.color;
return texcol;
}
ENDCG
}
}
}