Hi, first of all I’m new working with shaders. I did a glow effect for sprite renderer material. It’s basically a ring effect starting from the center growing out. It works well in the editor, but in the android deploy it behaves like the default sprite renderer material.
I did copy paste for all the tags and pragma part of the code. Perhaps it has to do with that
Code below
Shader "Custom/SeeMe"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_GlowColor ("Glow Color", Color) = (1,1,1,1)
_LinePosition ("Line Position", Range(0.05,0.5)) = 0
_LineWidth ("Line Width",Range(0,0.5))=1
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
fixed4 _Color;
fixed4 _GlowColor;
float _LinePosition;
float _LineWidth;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
fixed4 SampleSpriteTexture (float2 uv)
{
fixed4 color = tex2D (_MainTex, uv);
#if ETC1_EXTERNAL_ALPHA
// get the color from an external texture (usecase: Alpha support for ETC1 on android)
color.a = tex2D (_AlphaTex, uv).r;
#endif //ETC1_EXTERNAL_ALPHA
return color;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
c.rgb *= c.a;
float dFCM05 = ((int)(sqrt(pow(IN.texcoord.x-0.5,2)+pow(IN.texcoord.y-0.5,2))*1000) % 500)/1000.0; //distance from center module 0.5
c = _LinePosition!=0 && c.a>0 && dFCM05<(_LinePosition+_LineWidth) &&dFCM05>_LinePosition?lerp(c,float4(_GlowColor.r,_GlowColor.g,_GlowColor.b,c.a),0.8):c;
return c;
}
ENDCG
}
}
}