I am trying to make a WebGL build of my game but a custom grass shader disappears, specifically my waterfall and waterfoam particles disappear(another particle system works completely fine), and the shadow distance was changed to be incredibly low.
When I built the game for PC none of these problems occurred and the game looked exactly like it did in the editor and game view.
I have tried putting the shader into a Resources folder and changing the quality setting to fantastic but nether worked. As for the shadow distance and particles I don’t have any idea how to fix them. I am using Unity 2019.3.15f1
Sorry in advance if I uploaded the code and/or images incorrectly.
WebGL build:
PC build:
Grass shader code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
[ExecuteInEditMode]
public class GeometryGrassPainter : MonoBehaviour
{
private Mesh mesh;
MeshFilter filter;
public Color AdjustedColor;
[Range(1, 600000)]
public int grassLimit = 50000;
private Vector3 lastPosition = Vector3.zero;
public int toolbarInt = 0;
[SerializeField]
List<Vector3> positions = new List<Vector3>();
[SerializeField]
List<Color> colors = new List<Color>();
[SerializeField]
List<int> indicies = new List<int>();
[SerializeField]
List<Vector3> normals = new List<Vector3>();
[SerializeField]
List<Vector2> length = new List<Vector2>();
public bool painting;
public bool removing;
public bool editing;
public int i = 0;
public float sizeWidth = 1f;
public float sizeLength = 1f;
public float density = 1f;
public float normalLimit = 1;
public float rangeR, rangeG, rangeB;
public LayerMask hitMask = 1;
public LayerMask paintMask = 1;
public float brushSize;
Vector3 mousePos;
[HideInInspector]
public Vector3 hitPosGizmo;
Vector3 hitPos;
[HideInInspector]
public Vector3 hitNormal;
int[] indi;
#if UNITY_EDITOR
void OnFocus()
{
// Remove delegate listener if it has previously
// been assigned.
SceneView.duringSceneGui -= this.OnScene;
// Add (or re-add) the delegate.
SceneView.duringSceneGui += this.OnScene;
}
void OnDestroy()
{
// When the window is destroyed, remove the delegate
// so that it will no longer do any drawing.
SceneView.duringSceneGui -= this.OnScene;
}
private void OnEnable()
{
filter = GetComponent<MeshFilter>();
SceneView.duringSceneGui += this.OnScene;
}
public void ClearMesh()
{
i = 0;
positions = new List<Vector3>();
indicies = new List<int>();
colors = new List<Color>();
normals = new List<Vector3>();
length = new List<Vector2>();
}
void OnScene(SceneView scene)
{
// only allow painting while this object is selected
if ((Selection.Contains(gameObject)))
{
Event e = Event.current;
RaycastHit terrainHit;
mousePos = e.mousePosition;
float ppp = EditorGUIUtility.pixelsPerPoint;
mousePos.y = scene.camera.pixelHeight - mousePos.y * ppp;
mousePos.x *= ppp;
// ray for gizmo(disc)
Ray rayGizmo = scene.camera.ScreenPointToRay(mousePos);
RaycastHit hitGizmo;
if (Physics.Raycast(rayGizmo, out hitGizmo, 200f, hitMask.value))
{
hitPosGizmo = hitGizmo.point;
}
if (e.type == EventType.MouseDrag && e.button == 1 && toolbarInt == 0)
{
// place based on density
for (int k = 0; k < density; k++)
{
// brushrange
float t = 2f * Mathf.PI * Random.Range(0f, brushSize);
float u = Random.Range(0f, brushSize) + Random.Range(0f, brushSize);
float r = (u > 1 ? 2 - u : u);
Vector3 origin = Vector3.zero;
// place random in radius, except for first one
if (k != 0)
{
origin.x += r * Mathf.Cos(t);
origin.y += r * Mathf.Sin(t);
}
else
{
origin = Vector3.zero;
}
// add random range to ray
Ray ray = scene.camera.ScreenPointToRay(mousePos);
ray.origin += origin;
// if the ray hits something thats on the layer mask, within the grass limit and within the y normal limit
if (Physics.Raycast(ray, out terrainHit, 200f, hitMask.value) && i < grassLimit && terrainHit.normal.y <= (1 + normalLimit) && terrainHit.normal.y >= (1 - normalLimit))
{
if ((paintMask.value & (1 << terrainHit.transform.gameObject.layer)) > 0)
{
hitPos = terrainHit.point;
hitNormal = terrainHit.normal;
if (k != 0)
{
var grassPosition = hitPos;// + Vector3.Cross(origin, hitNormal);
grassPosition -= this.transform.position;
positions.Add((grassPosition));
indicies.Add(i);
length.Add(new Vector2(sizeWidth, sizeLength));
// add random color variations
colors.Add(new Color(AdjustedColor.r + (Random.Range(0, 1.0f) * rangeR), AdjustedColor.g + (Random.Range(0, 1.0f) * rangeG), AdjustedColor.b + (Random.Range(0, 1.0f) * rangeB), 1));
//colors.Add(temp);
normals.Add(terrainHit.normal);
i++;
}
else
{// to not place everything at once, check if the first placed point far enough away from the last placed first one
if (Vector3.Distance(terrainHit.point, lastPosition) > brushSize)
{
var grassPosition = hitPos;
grassPosition -= this.transform.position;
positions.Add((grassPosition));
indicies.Add(i);
length.Add(new Vector2(sizeWidth, sizeLength));
colors.Add(new Color(AdjustedColor.r + (Random.Range(0, 1.0f) * rangeR), AdjustedColor.g + (Random.Range(0, 1.0f) * rangeG), AdjustedColor.b + (Random.Range(0, 1.0f) * rangeB), 1));
normals.Add(terrainHit.normal);
i++;
if (origin == Vector3.zero)
{
lastPosition = hitPos;
}
}
}
}
}
}
e.Use();
}
// removing mesh points
if (e.type == EventType.MouseDrag && e.button == 1 && toolbarInt == 1)
{
Ray ray = scene.camera.ScreenPointToRay(mousePos);
if (Physics.Raycast(ray, out terrainHit, 200f, hitMask.value))
{
hitPos = terrainHit.point;
hitPosGizmo = hitPos;
hitNormal = terrainHit.normal;
for (int j = 0; j < positions.Count; j++)
{
Vector3 pos = positions[j];
pos += this.transform.position;
float dist = Vector3.Distance(terrainHit.point, pos);
// if its within the radius of the brush, remove all info
if (dist <= brushSize)
{
positions.RemoveAt(j);
colors.RemoveAt(j);
normals.RemoveAt(j);
length.RemoveAt(j);
indicies.RemoveAt(j);
i--;
for (int i = 0; i < indicies.Count; i++)
{
indicies[i] = i;
}
}
}
}
e.Use();
}
if (e.type == EventType.MouseDrag && e.button == 1 && toolbarInt == 2)
{
Ray ray = scene.camera.ScreenPointToRay(mousePos);
if (Physics.Raycast(ray, out terrainHit, 200f, hitMask.value))
{
hitPos = terrainHit.point;
hitPosGizmo = hitPos;
hitNormal = terrainHit.normal;
for (int j = 0; j < positions.Count; j++)
{
Vector3 pos = positions[j];
pos += this.transform.position;
float dist = Vector3.Distance(terrainHit.point, pos);
// if its within the radius of the brush, remove all info
if (dist <= brushSize)
{
colors[j] = (new Color(AdjustedColor.r + (Random.Range(0, 1.0f) * rangeR), AdjustedColor.g + (Random.Range(0, 1.0f) * rangeG), AdjustedColor.b + (Random.Range(0, 1.0f) * rangeB), 1));
length[j] = new Vector2(sizeWidth, sizeLength);
}
}
}
e.Use();
}
// set all info to mesh
mesh = new Mesh();
mesh.SetVertices(positions);
indi = indicies.ToArray();
mesh.SetIndices(indi, MeshTopology.Points, 0);
mesh.SetUVs(0, length);
mesh.SetColors(colors);
mesh.SetNormals(normals);
filter.mesh = mesh;
}
}
#endif
}
Where I got the grass shader: