Hi,
i’ve been running into this issue for a while now. And i have no idea how to resolve it. I’ve got a couple of assets on the asset store supposed to be supported on mobile, but on some devices they work on others they don’t. And i have no idea which shader is to blame, because logcat doesn’t say.
I’ve tryed with openGL es 2 and openGL es 3. Here is something more strange, the first time i build&run (if i uninstall it before) the app under ES 3, it runs it. After i close it and open it again, it crashes.
Edit: It crashed on LG G2 (On LG G3 under open GL ES 2 works fine)
Below is the whole logcat report.
E/Unity ( 3376): -------- Hidden/FXAA II
E/Unity ( 3376):
E/Unity ( 3376):
E/Unity ( 3376): (Filename: Line: 141)
E/Unity ( 3376):
E/Unity ( 3376): -------- failed compiling fragment shader:
E/Unity ( 3376):
E/Unity ( 3376):
E/Unity ( 3376): (Filename: Line: 142)
E/Unity ( 3376):
D/Unity ( 3376): #extension GL_EXT_shader_texture_lod : enable
D/Unity ( 3376): precision highp float;
D/Unity ( 3376): uniform highp vec4 _MainTex_TexelSize;
D/Unity ( 3376): uniform sampler2D _MainTex;
D/Unity ( 3376): varying highp vec4 xlv_TEXCOORD0;
D/Unity ( 3376): void main ()
D/Unity ( 3376): {
D/Unity ( 3376): highp vec3 tmpvar_1;
D/Unity ( 3376): highp vec3 rgbA_2;
D/Unity ( 3376): highp vec2 dir_3;
D/Unity ( 3376): highp vec3 rgbM_4;
D/Unity ( 3376): highp vec3 rgbSE_5;
D/Unity ( 3376): highp vec3 rgbSW_6;
D/Unity ( 3376): highp vec3 rgbNE_7;
D/Unity ( 3376): highp vec3 rgbNW_8;
D/Unity ( 3376): lowp vec3 tmpvar_9;
D/Unity ( 3376): tmpvar_9 = texture2DLodEXT (_MainTex, xlv_TEXCOORD0.zw, 0.0).xyz;
D/Unity ( 3376): rgbNW_8 = tmpvar_9;
D/Unity ( 3376): highp vec4 tmpvar_10;
D/Unity ( 3376): tmpvar_10.zw = vec2(0.0, 0.0);
D/Unity ( 3376): tmpvar_10.xy = (xlv_TEXCOORD0.zw + (vec2(1.0, 0.0) * _MainTex_TexelSize.xy));
D/Unity ( 3376): lowp vec3 tmpvar_11;
D/Unity ( 3376): tmpvar_11 = texture2DLodEXT (_MainTex, tmpvar_10.xy, 0.0).xyz;
D/Unity ( 3376): rgbNE_7 = tmpvar_11;
D/Unity ( 3376): highp vec4 tmpvar_12;
D/Unity ( 3376): tmpvar_12.zw = vec2(0.0, 0.0);
D/Unity ( 3376): tmpvar_12.xy = (xlv_TEXCOORD0.zw + (vec2(0.0, 1.0) * _MainTex_TexelSize.xy));
D/Unity ( 3376): lowp vec3 tmpvar_13;
D/Unity ( 3376): tmpvar_13 = texture2DLodEXT (_MainTex, tmpvar_12.xy, 0.0).xyz;
D/Unity ( 3376): rgbSW_6 = tmpvar_13;
D/Unity ( 3376): highp vec4 tmpvar_14;
D/Unity ( 3376): tmpvar_14.zw = vec2(0.0, 0.0);
D/Unity ( 3376): tmpvar_14.xy = (xlv_TEXCOORD0.zw + _MainTex_TexelSize.xy);
D/Unity ( 3376): lowp vec3 tmpvar_15;
D/Unity ( 3376): tmpvar_15 = texture2DLodEXT (_MainTex, tmpvar_14.xy, 0.0).xyz;
D/Unity ( 3376): rgbSE_5 = tmpvar_15;
D/Unity ( 3376): lowp vec3 tmpvar_16;
D/Unity ( 3376): tmpvar_16 = texture2DLodEXT (_MainTex, xlv_TEXCOORD0.xy, 0.0).xyz;
D/Unity ( 3376): rgbM_4 = tmpvar_16;
D/Unity ( 3376): highp float tmpvar_17;
D/Unity ( 3376): tmpvar_17 = dot (rgbNW_8, vec3(0.299, 0.587, 0.114));
D/Unity ( 3376): highp float tmpvar_18;
D/Unity ( 3376): tmpvar_18 = dot (rgbNE_7, vec3(0.299, 0.587, 0.114));
D/Unity ( 3376): highp float tmpvar_19;
D/Unity ( 3376): tmpvar_19 = dot (rgbSW_6, vec3(0.299, 0.587, 0.114));
D/Unity ( 3376): highp float tmpvar_20;
D/Unity ( 3376): tmpvar_20 = dot (rgbSE_5, vec3(0.299, 0.587, 0.114));
D/Unity ( 3376): highp float tmpvar_21;
D/Unity ( 3376): tmpvar_21 = dot (rgbM_4, vec3(0.299, 0.587, 0.114));
D/Unity ( 3376): highp float tmpvar_22;
D/Unity ( 3376): tmpvar_22 = min (tmpvar_21, min (min (tmpvar_17, tmpvar_18), min (tmpvar_19, tmpvar_20)));
D/Unity ( 3376): highp float tmpvar_23;
D/Unity ( 3376): tmpvar_23 = max (tmpvar_21, max (max (tmpvar_17, tmpvar_18), max (tmpvar_19, tmpvar_20)));
D/Unity ( 3376): dir_3.x = ((tmpvar_19 + tmpvar_20) - (tmpvar_17 + tmpvar_18));
D/Unity ( 3376): dir_3.y = ((tmpvar_17 + tmpvar_19) - (tmpvar_18 + tmpvar_20));
D/Unity ( 3376): highp vec2 tmpvar_24;
D/Unity ( 3376): tmpvar_24 = (min (vec2(8.0, 8.0), max (vec2(-8.0, -8.0), (dir_3 * (1.0/((min (abs(dir_3.x), abs(dir_3.y)) + max (((((tmpvar_17 + tmpvar_18) + tmpvar_19) + tmpvar_20) * 0.03125), 0.0078125))))))) * _MainTex_TexelSize.xy);
D/Unity ( 3376): dir_3 = tmpvar_24;
D/Unity ( 3376): highp vec4 tmpvar_25;
D/Unity ( 3376): tmpvar_25.zw = vec2(0.0, 0.0);
D/Unity ( 3376): tmpvar_25.xy = (xlv_TEXCOORD0.xy + (tmpvar_24 * -0.166667));
D/Unity ( 3376): highp vec4 tmpvar_26;
D/Unity ( 3376): tmpvar_26.zw = vec2(0.0, 0.0);
D/Unity ( 3376): tmpvar_26.xy = (xlv_TEXCOORD0.xy + (tmpvar_24 * 0.166667));
D/Unity ( 3376): lowp vec3 tmpvar_27;
D/Unity ( 3376): tmpvar_27 = (0.5 * (texture2DLodEXT (_MainTex, tmpvar_25.xy, 0.0).xyz + texture2DLodEXT (_MainTex, tmpvar_26.xy, 0.0).xyz));
D/Unity ( 3376): rgbA_2 = tmpvar_27;
D/Unity ( 3376): highp vec4 tmpvar_28;
D/Unity ( 3376): tmpvar_28.zw = vec2(0.0, 0.0);
D/Unity ( 3376): tmpvar_28.xy = (xlv_TEXCOORD0.xy + (tmpvar_24 * -0.5));
D/Unity ( 3376): lowp vec4 tmpvar_29;
D/Unity ( 3376): tmpvar_29 = texture2DLodEXT (_MainTex, tmpvar_28.xy, 0.0);
D/Unity ( 3376): highp vec4 tmpvar_30;
D/Unity ( 3376): tmpvar_30.zw = vec2(0.0, 0.0);
D/Unity ( 3376): tmpvar_30.xy = (xlv_TEXCOORD0.xy + (tmpvar_24 * 0.5));
D/Unity ( 3376): lowp vec4 tmpvar_31;
D/Unity ( 3376): tmpvar_31 = texture2DLodEXT (_MainTex, tmpvar_30.xy, 0.0);
D/Unity ( 3376): highp vec3 tmpvar_32;
D/Unity ( 3376): tmpvar_32 = ((rgbA_2 * 0.5) + (0.25 * (tmpvar_29.xyz + tmpvar_31.xyz)));
D/Unity ( 3376): highp float tmpvar_33;
D/Unity ( 3376): tmpvar_33 = dot (tmpvar_32, vec3(0.299, 0.587, 0.114));
D/Unity ( 3376): if (((tmpvar_33 < tmpvar_22) || (tmpvar_33 > tmpvar_23))) {
D/Unity ( 3376): tmpvar_1 = rgbA_2;
D/Unity ( 3376): } else {
D/Unity ( 3376): tmpvar_1 = tmpvar_32;
D/Unity ( 3376): };
D/Unity ( 3376): highp vec4 tmpvar_34;
D/Unity ( 3376): tmpvar_34.w = 0.0;
D/Unity ( 3376): tmpvar_34.xyz = tmpvar_1;
D/Unity ( 3376): gl_FragData[0] = tmpvar_34;
D/Unity ( 3376): }
E/Unity ( 3376): -------- GLSL error: Fragment shader compilation failed.
E/Unity ( 3376): WARNING: 0:6: extension 'GL_EXT_shader_texture_lod' is not supported
E/Unity ( 3376): ERROR: 0:22: 'texture2DLodEXT' : no matching overloaded function found
E/Unity ( 3376): ERROR: 0:22: 'xyz' : field selection requires structure, vector, or matrix on left hand side
E/Unity ( 3376): ERROR: 0:22: 'assign' : cannot convert from 'const float' to '3-component vector of float'
E/Unity ( 3376): ERROR: 0:28: 'texture2DLodEXT' : no matching overloaded function found
E/Unity ( 3376): ERROR: 0:28: 'xyz' : field selection requires structure, vector, or matrix on left hand side
E/Unity ( 3376): ERROR: 0:28: 'assign' : cannot convert from 'const float' to '3-component vector of float'
E/Unity ( 3376): ERROR: 0:34: 'texture2DLodEXT' : no matching overloaded function found
E/Unity ( 3376): ERROR: 0:34: 'xyz' : field selection requires structure, vector, or matrix on left hand side
E/Unity ( 3376): ERROR: 0:34: 'assign' : cannot convert from 'const float' to '3-component vector of float'
E/Unity ( 3376): ERROR: 0:40: 'texture2DLodEXT' : no matching overloaded function found
E/Unity ( 3376): ERROR: 0:40: 'xyz' : field selection requires s