Hello everyone, I am trying to compile a shader but it seems that it is not going to cooperate with me. Currently these are the errors I am getting;
Compiled shader code uses too many instruction slots (2439). Max. allowed by the target (ps_2_x) is 512.
Compiling Fragment program
Platform defines: UNITY_NO_SCREENSPACE_SHADOWS UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_MOBILE UNITY_COLORSPACE_GAMMA
and
Compiled shader code uses too many arithmetic instruction slots (2439). Max. allowed by the target (ps_2_x) is 512. Consider increasing optimization level to reduce instruction count.
Compiling Fragment program
Platform defines: UNITY_NO_SCREENSPACE_SHADOWS UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_MOBILE UNITY_COLORSPACE_GAMMA
This is the shader in question:
Shader "RainbowThree" {
Properties{
_Saturation("Saturation", Range(0.0, 1.0)) = 0.8
_Luminosity("Luminosity", Range(0.0, 1.0)) = 0.5
_Spread("Spread", Range(0.5, 10.0)) = 3.8
_Speed("Speed", Range(-10.0, 10.0)) = 2.4
_TimeOffset("TimeOffset", Range(0.0, 6.28318531)) = 0.0
}
SubShader{
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//#include "UnityCG.cginc"
inline fixed4 RGBtoHSL(fixed4 rgb) {
fixed4 hsl = fixed4(0.0, 0.0, 0.0, rgb.w);
fixed vMin = min(min(rgb.x, rgb.y), rgb.z);
fixed vMax = max(max(rgb.x, rgb.y), rgb.z);
fixed vDelta = vMax - vMin;
hsl.z = (vMax + vMin) / 2.0;
if (vDelta == 0.0) {
hsl.x = hsl.y = 0.0;
}
else {
if (hsl.z < 0.5) hsl.y = vDelta / (vMax + vMin);
else hsl.y = vDelta / (2.0 - vMax - vMin);
float rDelta = (((vMax - rgb.x) / 6.0) + (vDelta / 2.0)) / vDelta;
float gDelta = (((vMax - rgb.y) / 6.0) + (vDelta / 2.0)) / vDelta;
float bDelta = (((vMax - rgb.z) / 6.0) + (vDelta / 2.0)) / vDelta;
if (rgb.x == vMax) hsl.x = bDelta - gDelta;
else if (rgb.y == vMax) hsl.x = (1.0 / 3.0) + rDelta - bDelta;
else if (rgb.z == vMax) hsl.x = (2.0 / 3.0) + gDelta - rDelta;
if (hsl.x < 0.0) hsl.x += 1.0;
if (hsl.x > 1.0) hsl.x -= 1.0;
}
return hsl;
}
inline fixed hueToRGB(float v1, float v2, float vH) {
if (vH < 0.0) vH += 1.0;
if (vH > 1.0) vH -= 1.0;
if ((6.0 * vH) < 1.0) return (v1 + (v2 - v1) * 6.0 * vH);
if ((2.0 * vH) < 1.0) return (v2);
if ((3.0 * vH) < 2.0) return (v1 + (v2 - v1) * ((2.0 / 3.0) - vH) * 6.0);
return v1;
}
inline fixed4 HSLtoRGB(fixed4 hsl) {
fixed4 rgb = fixed4(0.0, 0.0, 0.0, hsl.w);
if (hsl.y == 0) {
rgb.xyz = hsl.zzz;
}
else {
float v1;
float v2;
if (hsl.z < 0.5) v2 = hsl.z * (1 + hsl.y);
else v2 = (hsl.z + hsl.y) - (hsl.y * hsl.z);
v1 = 2.0 * hsl.z - v2;
rgb.x = hueToRGB(v1, v2, hsl.x + (1.0 / 3.0));
rgb.y = hueToRGB(v1, v2, hsl.x);
rgb.z = hueToRGB(v1, v2, hsl.x - (1.0 / 3.0));
}
return rgb;
}
fixed _Saturation;
fixed _Luminosity;
half _Spread;
half _Speed;
half _TimeOffset;
struct vertexInput {
float4 vertex : POSITION;
float4 texcoord0 : TEXCOORD0;
};
struct fragmentInput {
float4 position : SV_POSITION;
float4 texcoord0 : TEXCOORD0;
fixed3 localPosition : TEXCOORD1;
};
fragmentInput vert(vertexInput i) {
fragmentInput o;
o.position = mul(UNITY_MATRIX_MVP, i.vertex);
o.texcoord0 = i.texcoord0;
o.localPosition = i.vertex.xyz; +fixed3(0.5, 0.5, 0.5);
return o;
}
fixed4 frag(fragmentInput i) : SV_TARGET{
fixed2 lPos = i.localPosition / _Spread;
half time = _Time.y * _Speed / _Spread;
half timeWithOffset = time + _TimeOffset;
fixed sine = sin(timeWithOffset);
fixed cosine = cos(timeWithOffset);
//fixed hue = (lPos.x * sine + lPos.y * cosine) / 2.0;
//fixed hue = (lPos.x * 0 - lPos.y) / 2.0;
fixed hue = (-lPos.y) / 2.0;
hue += time;
[unroll(357)]
while (hue < 0.0) hue += 1.0;
[unroll(328)]
while (hue > 1.0) hue -= 1.0;
fixed4 hsl = fixed4(hue, _Saturation, _Luminosity, 1.0);
return HSLtoRGB(hsl);
}
ENDCG
}
}
FallBack "Diffuse"
}
Thank you.