Shader not working in Build

After reading several threads and googling, I have not found a reason or a solution for this:

I have custom shaders, which are stored in a Shaders-folder in my project structure. They are assigned to dedicated materials, one for each shader. The materials are stored in a Materials-folder in my project structure. My scene contains objects which use these materials. So everything is in a simple 1:1 relation, no dynamic assignment or sharing.

As I am not using Shader.find(), I assume it has nothing to do with “placing shaders in Resources”, as pointed out in other threads. However, all works just fine in the Editor, but fails in a Build. The choice of graphics quality makes no difference.

Can someone give an explanation or hints on what the differences are between Editor and Build, or what geeky stuff has to be taken care about?

There are a lot of differences between the editor and builds, but many of them depend on the platforms involved. What kind of builds are you making?

Also, it helps to know in what way your shader is “not working”. Are objects using it appearing pink? Are you getting console errors? Something else?

I’m working on Win7, Unity 4.0.1f2. The problem occurs in any Build, release and development.
They don’t appear pink but white, telling me, that they should be up and running. I assume they are white because properties declaration for textures is set to white. Textures are stored in Resources folder and can be found.
How can I catch console output? When starting the build from console, the prompt comes back and nothing will be catched.

“… in what way my shader is not working …” is exactly what I want to find out… :wink: