Morning,
I’m trying to show a damage bar in my game using UI.RawImage with a RenderTexture and a custom shader.
It works perfectly in the editor but fails on an android build.
Here’s a video of in on android:
It’s the blue box that’s broken.
It also works on Android if I remove the shader. Here’s the shader:
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
//reverse alpha
col.b=col.a = 1 - col.r;
col.r=col.g = 0.3;
return col;
}
ENDCG
}
}
}```
Not exactly complicated.
Can anyone see anything wrong?
Given the fact that it works perfectly in the editor should I file a bug report?