…unless I modify the shader file through VS and make Unity re-compile it. Then it works. But when I get a build & run, the problem still exists.
I am kinda new to Unity and already a UE4 programmer.
The problem is that I am creating all of my materials with the script like this:
mProgram = new Material(Shader.Find(“Unlit/tex”));
and fully using GL commands to draw on the screen.
My shader code is like this:
Shader “Unlit/tex” {
Properties {
_MainTex (“Texture”, 2D) = “white” {}
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float4 color : COLOR0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float4 color : COLOR0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord) ;
return col;
}
ENDCG
}
}
}
Thank you for the answers in advance,