Web Player not using same shader as Editor

[Edit, it works now, Switching the web player render path from forward to vertex lit fixed my problem. I don’t understand why that is, but it did.]

I am web deploying my app and when I view it in the editor it looks great, I have the glossy shader I want set up and everything’s good.
In the web player however, it appears to be using the default defuse shader rather than the nice glossy specular one I selected.
I’ve attempted to fix this problem by putting the shader I want in the resources folder and declaring it directly, but it still doesn’t appear to be working.
Here’s a screenshot in the editor:

And here’s a screenshot in the web player:

Are they running on the same computer? Does this post help? http://forum.unity3d.com/threads/39860-Web-player-shaders-not-working!

I took the screenshots within seconds of each other on the same computer, but I'll check out that link and see if it has anything I can use.

Okay, and before any of this I already tried making sure the shader was in Resources and such. Thanks for the lead though!

Have you tried changing the quality settings for the build?

The quality build can be an issue or your shader is too complex to work from browser, do you get warning for you shader?

1 Answer

1

Could it be the render path? Try the various render paths to see if anything changes. Then, if not, try exporting to a stand alone PC or Mac version, and see if that is different. If not, I think submit a by to Unity.

Okay, I will try taking the render path from forward to vertex, though I don't expect a change from that. I will also see if it works exported to PC.

Weird, doing vertex lit seems to have given me the behavior from the editor. Do you know why that might have been the case? I guess I don't really know what forward render path means exactly, so I don't know how it would interact with my program.