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Question by hicks · Nov 27, 2015 at 10:24 AM · androidshaderspriterenderershaderlabblending

BlendOps on mobile not supported?

I have a shader based on the default sprite shader ("Sprites/Default"). I added a single line:

 BlendOp Max

The intention was to not add up the alpha values of overlapping sprites. Everything works as intented in the editor (with OpenGL ES 2.0 emulation enabled and Android as target platform). However, on the device (Samsung Galaxy S5) the shader is not used. Instead it falls back to the FallBack shader.

When I comment out that line the shader is used.

Is BlendOp not supported on Android? Thanks in advance!

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belyavitin

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Answer by hicks · Dec 04, 2015 at 10:48 AM

Ok, I found out the OpenGL ES extension "GL_EXT_blend_minmax" is not supported by that version of the Galaxy S5 (SM-G900F).

Source: http://delphigl.de/glcapsviewer/gles_listreports.php?extension=GL_EXT_blend_minmax

Maybe it should be noted in the Unity docs (http://docs.unity3d.com/Manual/SL-Blend.html) that those operations are not supported by all devices.

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