I Have drawing application and i have a bucket tool which flood fill predefined regions, regions is stored in separated image as different colors.
This is result on ipad4mini retina.
If i change render texture size from 2048x1536 to 1024x768 everything works good.
It’s quite strange because some regions are good and some are not.
In attachments you can find a project, just import it to the clean project and run scene Test/BucketFill/BucketFillTest it will paint different regions to different colors and then you can repaint any regions by clicking on it.
Bellow is a fragment shader which i use to fill regions. OringX and OriginY is a parameter which point to region which then i compare with whole texture and show just part where color is the same as in the OriginX, OriginY
half4 frag (v2f i) : COLOR
{
fixed4 color = i.color;
color.a *= tex2D (_MainTex, i.uv).a;
float4 mask = tex2D(_RegionTex, i.uv3);
float4 original = tex2D(_RegionTex, float2(_OriginX, _OriginY));
color.a *= (mask.a == original.a);
color.a *= (mask.r == original.r);
color.a *= (mask.g == original.g);
color.a *= (mask.b == original.b);
return color;
}
Graphics.DrawMesh(mesh, SwatchPosition, Quaternion.Euler(0,0, 0), mat, BrushLayerId, camera);
and this is how i render the regions - it’s a plane mesh with material (see shader above). It’s appeared only for one frame. Camera can see this swatch and also render plane with the render texture which it render to.

