for some reason the shaders in the unity iphone are unpredictable and don’t react as expected.
Tga images with alpha channels and PNG with transparency only work in cutout shaders. is that the way it is suppose to work?
Sometimes shaders that seem to work properly in in the editor don’t work when the scene is built. they show up as a middle grey and drop any texture map that it had. Am i missing something?
Also it looks like anti aliasing is not supported, any tips to help with the look of GUI textures?
thanks for the help
antialias does not exist.
The easy solution is to not use compression on any texture thats meant to be used on the GUI
as for the shaders: Ensure that emulation is set to the old iphones unless you intend to target 3GS only and ensure that you use the iphone specific shaders not some desktop shaders that won’t work
And last but not least: check if you run out of memory …
thanks…
the only shaders i’m using come from the standard assets, but there is iphone specific shaders in the folder as well. are they the only reliable ones?
Also i need to get a grip on how alpha channels are handled. i’ve tried PNG and TGA which only work in the cutout shader, is there a different format or import setting i should be using?
don’t use the standard assets, use the iphone standard assets only from 1.5
the others are for the desktop, not the iphone
you should be using ARGB 4bbp or uncompressed for alpha.
its handled normally but only if it is a correctly setup shader (only combiners, no cg code)