I test a simple shader with multi_compile_fragment
Shader "Test"
{
Properties
{
[MainTexture] _BaseMap("Base Map", 2D) = "white"
}
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fragment _ _BLACK
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
CBUFFER_END
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
half4 color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
#ifdef _BLACK
color = 0;
#endif
return color;
}
ENDHLSL
}
}
}
Log snippet.shaderType and data.count in OnProcessShader
PC and IOS have 1 vertex shader and 2 fragment shader variants
Android only has 2 vertex shader
Is this expected?
If I want to strip _BLACK, I need do a special process on Android?
Test on 2020.3.42 and 2021.3.14