Addressables Version: 1.16.15 / 1.17.15
Shader code:
Shader "UI/Overlayed Color1"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
#endif
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd;
float lum = (c.r + c.g + c.b) * 0.6666666;
fixed3 c1 = IN.color.rgb * lum;
fixed3 c2 = lerp(IN.color.rgb, fixed3(1,1,1), lum - 1);
float r = step(1, lum);
c.a *= IN.color.a * UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
c.rgb = (c1 * (1 - r) + c2 * r) * c.a;
#ifdef UNITY_UI_ALPHACLIP
clip (c.a - 0.001);
#endif
return c;
}
ENDCG
}
}
}
Steps to reproduce in empty-new project:
- Create a Prefab with an UI Image attached, reference a random sprite
- Reference a material that uses this custom shader
- Add the Prefab as addressable
- Switch Platform to Android
- Make Addressables build and make sure the Play Mode is set to Use Existing Groups
- Load the Prefab from an addressable bundle and instantiate it
- Watch how the Prefab is instantiated correctly, the sprite and materials are set correctly in the SpriteRenderer window.
- Watch how the Custom Shader is loaded correctly (its not a missing shader), however, all the settings are defaulted, is not fetching the Properties correctly from the custom shader, so it shows as pink.
This seems just to be an Editor issue, because apparently when building an apk it works fine.
Any ideas how to work around this issue in Editor or if theres any fix in sight for this ?
