Has anyone had mobile shader problems with the Galaxy S 3? I tested my game (Zombonic) on a HTC Incredible S and a Galaxy S 2. The shaders work fine on both devices, but someone I know downloaded the game on Galaxy S 3 and it is falling back to vertex shading. The shaders that are failing are basically modified versions of the mobile bump and mobile bump spec shaders where I have removed the requirement for a directional light (you can use any light). I have also added emissive support to one of these shaders.
I don’t have my project at hand right now, so I can’t supply any further details, but I’m wondering if anyone else has had shader problems with Galaxy S 3. Considering this is a top of the line Android, I’m very surprised that it is not handling these shaders.
So these are the shaders that seem to be making Galaxy S3 spit the dummy. Any reason why these would work on the S2 and my 18 month old Incredible S, but not the more advanced Galaxy S3?
Well, the s3 still uses the mali400 gpu. Samsung decided to contaminate the whole android universe with this tegra2-like chip. It’s fast but lacks precision in the pixel fragment shader part. They admited this in the arm-mali forum. (I had lost some time to see that the chip does not support the sincos function in the vertex fragment.)
Turns out this has nothing to do with hardware; it is actually a problem with Android versions. The same issue will occur on Galaxy S2 after upgrading to Android 4.0.4. I have another Galaxy S2 running Android 2.3.6 and the shaders render just fine on it.
So the question is: how do I get this fixed?
Is there something that I need to change in the shaders to handle the later versions of Android, or does Unity Team need to fix something in the engine to make it compatible?
Have you included a sample project? My experience with bug reporting is that if you don’t include a sample project that reproduces the problem, the bug report will mainly be overlooked.