Hi,
I've just started Unity Android development and found out that one of the modified shaders that our project is using is causing the devices to crash.
The shader is a modified cutout soft-edge shader. I removed the color component out of the shader computation (at least I think I did) because I didn't need to do any color modulation.
When using the vanilla Soft-Edge shader it works fine, but only when I try to use this optimized soft-edge shader I run into problems. For now I'm just using the vanilla one. However, is there a reason why this version doesn't work? It works fine in the Editor, it just creates a Signal 11 crash when I run it on my HTC Nexus One device. Any help would be appreciated so that I can better understand what I did wrong.
Thanks!
Properties {
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
_Cutoff ("Base Alpha cutoff", Range (0,.9)) = .5
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="TransparentCutout" }
Lighting off
// first pass:
// render any pixels that are more than [_Cutoff] opaque
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Cutoff;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
float4 _Color;
half4 frag (v2f i) : COLOR
{
half4 col = tex2D(_MainTex, i.texcoord);
clip(col.a - _Cutoff);
return col;
}
ENDCG
}
// Second pass:
// render the semitransparent details.
Pass {
Tags { "RequireOption" = "SoftVegetation" }
// Dont write to the depth buffer
ZWrite off
// Set up alpha blending
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Cutoff;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
float4 _Color;
half4 frag (v2f i) : COLOR
{
half4 col = tex2D(_MainTex, i.texcoord);
clip(-(col.a - _Cutoff));
return col;
}
ENDCG
}
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="TransparentCutout" }
Lighting off
// first pass:
// render any pixels that are more than [_Cutoff] opaque
Pass {
AlphaTest Greater [_Cutoff]
SetTexture [_MainTex] {
combine texture
}
}
// Second pass:
// render the semitransparent details.
Pass {
// Dont write to the depth buffer
ZWrite off
// Only render pixels less or equal to the value
AlphaTest LEqual [_Cutoff]
// Set up alpha blending
Blend SrcAlpha OneMinusSrcAlpha
SetTexture [_MainTex] {
Combine texture
}
}
}