I've written a custom shader for controlling color and offset variables, shader works fine on Desktop, and Android Devices except Samsung.
ZTE Devices, LG Devices, General Mobile Devices are fine.
![alt text][1]
Tested on Samsung S3, S3mini, Note 2 and Background is completely pink.
![alt text][2]
Shader is like this.
Shader "Sample/ColorShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Tint Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Opaque" }
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct input
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct output
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform fixed4 _Color;
output vert (input i)
{
output o;
o.pos = mul(UNITY_MATRIX_MVP, i.pos);
o.uv = TRANSFORM_TEX(i.uv, _MainTex);
return o;
}
fixed4 frag (output i) : COLOR
{
fixed4 col = tex2D(_MainTex, i.uv);
col *= _Color;
return col;
}
ENDCG
}
}
}
[1]: /storage/temp/76486-ss2.png
[2]: /storage/temp/76487-cf12822a-fd36-456c-b877-1e0aed646451.jpg
Any Suggestions ?
↧