Shader issue after upgrade to 4.5.2

Hi,

After we upgraded our project from Unity 4.2.2 to 4.5.2, some of the shaders became darker than before on Android.

We attached 2 screenshots and the shader source (see line 59) to provide as much information as possible. Both screens are running on a Kindle Fire.

Any hints??? Thanks!

31097-bug_unity4.2.2_android_ok.jpg

31098-bug_unity4.5.2_android_darker.jpg

Shader "Custom/Lit/Tiles" {
   
  Properties {
    _Color ("Main Color", Color) = (1,1,1,1)
    _MainTex ("Base (RGB)", 2D) = "white" {}
  }
 
  Category {
  
    Tags { "RenderType"="Opaque" "IgnoreProjector"="True" "Queue"="Geometry" }
      
    SubShader {
    
      LOD 200
     
      Pass {
         
        CGPROGRAM
           
          #pragma vertex vert
          #pragma fragment frag
          #pragma fragmentoption ARB_precision_hint_fastest
          
          #include "UnityCG.cginc"
          
          struct appdata {
            float4 vertex : POSITION;
            float3 normal : NORMAL;
            float2 texcoord : TEXCOORD0;
          };
         
          struct v2f {
            float4 pos : SV_POSITION;
            float2 uv : TEXCOORD0;
            float3 colorMul : COLOR0;
          };
         
          uniform sampler2D _MainTex;
          uniform float4 _MainTex_ST;
          uniform float4 _Color;
          uniform float4 _RimColor;
         
          v2f vert (appdata_base v) {
          
            v2f o;
            o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
           
            o.colorMul.rgb = ShadeVertexLights(v.vertex, v.normal) * _Color;
           
            o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
           
            return o;
          }
         
          float4 frag(v2f i) : COLOR {
          
            float4 texcol = tex2D(_MainTex, i.uv);
            
            texcol.rgb *= i.colorMul * 2.0; //@BUG@ Not working on Unity 4.5.2 for Android!
            
            return texcol;
          }
         
        ENDCG
      }
    }
  }
}

Hi, we found the solution for this issue: it was the lack of the statement “Lighting On”, which can be put inside the “Pass”, as follows:

...
      Pass {
      
        Lighting On
         
        CGPROGRAM
...