I was porting Iñigo Quilez’s GLSL shader toy examples to unity 3 (project attached) but unfortunately alot of the same code doesn’t seem to work too well in cg… You hit instruction arithmetic limits pretty quick - which i blame cg unrolling loops when it shouldn’t be :P) nevertheless theres a few more examples in there for you
i ran this on my work machine, and it works on NVIDIA GeForce 8800 GTS … i noticed your 512 loop … I bet my iphone unity license its because of that loop unrolling.
Change it to something MUCH lower like <256 (for the radial blur i had to bring it down to 20 instead of 64)
I hit 512 arithmetic operations and ~1024 instruction limits on my macbook pro
I also tried on firefox on my macbook and doesn’t work
iphone licenses don’t impact it (unless you try to run it on the iphone in which case its forced to die as the shader is for high end desktop, not mobile) but if you don’t have pro, the postfx functionality will not work at all (OnRenderImage, …)
The loop is in the C# code, not in the shader and all it does is generate a texture2D 512px wide, 1px high - which is not a large texture by any means, you must admit.
I start to believe that there’s something wrong with the web player on mac (all the reports that is not working come from OSX 10.6 with either Safari 5 or Chrome, but it’s ok on Firefox). Furthermore, in all this cases, shader.isSupported returns true…