iPhone shader help to simulate TV static, works but not on iPhone.

Can someone with shader knowledge take a look at this and tell me why it doesnt work on the iPhone. It was taken from the Wiki, and works in the editor using ES 2.0 graphics emulation, but no other emulation. When I build it to the iPhone device it doesn't run either.

I'm not sure what to look for or tweak in order to begin making it work on lower emulation settings or if it can be done at all. Thanks. You can also find the original code here, it doesnt seem to format correctly below...

Shader "FX/Hyperbolic Static" {

Properties { _Color ("Color Tint", Color) = (1,1,1,1) _Rate ("Oscillation Rate", Range (1, 500)) = 300 }

SubShader {

ZWrite Off
Tags { "Queue" = "Transparent" }
Blend One One

Pass {

CGPROGRAM

pragma vertex vert

pragma fragment frag

pragma fragmentoption ARB_fog_exp2

include "UnityCG.cginc"

float4 _Color; float _Rate;

struct v2f { float4 pos : SV_POSITION; float4 texcoord : TEXCOORD0; };

v2f vert (appdata_base v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.texcoord = v.texcoord; return o; }

half4 frag (v2f i) : COLOR { float3 color; float m; m = _Time[0] * _Rate + ((i.texcoord[0]+i.texcoord1) * 5000000 * _Color.a * _Color.a); m = sin(m) * 0.5; color = float3(m * _Color.r, m * _Color.g, m * _Color.b); return half4( color, 1 ); } ENDCG

}

} Fallback "Transparent/Diffuse" }

That shader only works with a programmable GPU. Old iOS devices don't have that, and newer ones require that you're using OpenGLES 2.0. You had the right idea with what you need in your other question, but this site is pitifully unequipped for us to help you with that; it's very text-based around here, and you need annotated screenshots and a .unitypackage. Ask on the forum and provide us with a .unitypackage to build off of, and I'll answer the question, with a link back to the forum.