Hello ! So as the title says , this shader doesn’t work on Samsung Galaxy S3 (it’s pink ) , it works fine on OnePlus One and Galaxy S4 . I have no error on my console when I play it (used Log Viewer plug-in). I tried deleting the #pragma glsl or #pragma 3.0 it didn’t change a thing. When I comment what’s on my vert function then it’s not pink anymore but off course the movements are not there anymore. Any chance for a solution ? It’s kind of driving me nuts (sorry for the language ). I’m using Unity 5.6.0f3
Here’s the code :
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Homemade/Sky/SkyDisplacementFallback" {
Properties{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Main Texture",2D) = "white" {}
_Amplitude("Amplitude", Range(0.00,5.00)) = 1.0
_Speed("Speed", Range(0.,100.)) = 5.0
_ColorFade("Color Fade",Range(0.0,1.0)) = 0.5
}
SubShader{
LOD 200
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha One
Cull Off
//ZWrite Off
Pass{
CGPROGRAM
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
#pragma glsl
#pragma vertex vert alpha
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform fixed4 _Color;
uniform float _Speed;
uniform float _Amplitude;
uniform float _ColorFade;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(2)
};
float grey(float4 color) {
return 12.92*(0.2126*color.r + 0.7152*color.g + 0.0722*color.b);
}
v2f vert(appdata_full v)
{
v2f o;
v.vertex.x += 0.11*cos(v.vertex.z + (_CosTime.y*_Speed));
v.vertex.y += 0.11*cos(v.vertex.z + (_CosTime.y*_Speed));
float4 height = tex2Dlod(_MainTex, float4(v.texcoord.xy, 0, 0)) *_Amplitude;
height = grey(height);
v.vertex.y += height*cos(v.vertex.x + (_SinTime.x*_Speed));
o.uv = v.texcoord;
o.pos = UnityObjectToClipPos(v.vertex);
UNITY_TRANSFER_FOG(o, o.pos);
return o;
}
fixed4 frag(v2f i) : SV_Target{
fixed4 col = _Color;
float4 texColor = tex2D(_MainTex, i.uv);
col = 2.0*texColor*_Color*(texColor.a*_ColorFade);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
FallBack Off
}
Thank you