The following stripped-down parallax shader works in the Unity editor game view, but not in a UB standalone build (it is black). Is there something I can change to get it working in standalone builds?
Shader "SimpleParallax"
{
Properties
{
_Parallax ("Height", Range (0.005, .1)) = 0.02
_MainTex ("Base (RGB)", 2D) = "white" {}
_BumpMap ("Bumpmap (RGB) Height (A)", 2D) = "bump" {}
}
SubShader
{
Pass
{
CGPROGRAM
// profiles arbfp1
// fragment frag
// vertex vert
#include "UnityCG.cginc"
struct v2f
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
float3 viewDirT : TEXCOORD1;
};
struct v2f2
{
float2 uv : TEXCOORD0;
float3 viewDirT : TEXCOORD1;
};
v2f vert (appdata_tan v)
{
v2f o;
o.pos = mul( glstate.matrix.mvp, v.vertex );
o.uv = TRANSFORM_UV(1);
TANGENT_SPACE_ROTATION;
o.viewDirT = mul( rotation, ObjSpaceViewDir( v.vertex ) );
return o;
}
uniform sampler2D _BumpMap : register(s0);
uniform sampler2D _MainTex : register(s1);
uniform float _Parallax;
float4 frag (v2f2 i) : COLOR
{
half h = tex2D( _BumpMap, i.uv ).w;
float2 offset = ParallaxOffset( h, _Parallax, i.viewDirT );
i.uv += offset;
float4 texcol = tex2D(_MainTex,i.uv);
return texcol;
}
ENDCG
}
}
}
I am using a MacMini with Intel GMA 950 graphics.
Thank you.