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Question by FedericoCara · Nov 03, 2016 at 01:15 PM · shaderandroid buildshader programmingspriterenderer

Sprite Renderer Shader not working on Android deploy

Hi, first of all I'm new working with shaders. I did a glow effect for sprite renderer material. It's basically a ring effect starting from the center growing out. It works well in the editor, but in the android deploy it behaves like the default sprite renderer material.

I did copy paste for all the tags and pragma part of the code. Perhaps it has to do with that

Code below

 Shader "Custom/SeeMe"
 {
     Properties
     {
         [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
         _Color ("Tint", Color) = (1,1,1,1)
         _GlowColor ("Glow Color", Color) = (1,1,1,1)
         _LinePosition ("Line Position", Range(0.05,0.5)) = 0
         _LineWidth ("Line Width",Range(0,0.5))=1
         [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
     }
 
     SubShader
     {
         Tags
         { 
             "Queue"="Transparent" 
             "IgnoreProjector"="True" 
             "RenderType"="Transparent" 
             "PreviewType"="Plane"
             "CanUseSpriteAtlas"="True"
         }
 
         Cull Off
         Lighting Off
         ZWrite Off
         Blend One OneMinusSrcAlpha
 
         Pass
         {
         CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma target 2.0
             #pragma multi_compile _ PIXELSNAP_ON
             #pragma multi_compile _ ETC1_EXTERNAL_ALPHA
             #include "UnityCG.cginc"
             
             struct appdata_t
             {
                 float4 vertex   : POSITION;
                 float4 color    : COLOR;
                 float2 texcoord : TEXCOORD0;
             };
 
             struct v2f
             {
                 float4 vertex   : SV_POSITION;
                 fixed4 color    : COLOR;
                 float2 texcoord  : TEXCOORD0;
             };
             
             fixed4 _Color;
             fixed4 _GlowColor;
             float _LinePosition;
             float _LineWidth;
 
             v2f vert(appdata_t IN)
             {
                 v2f OUT;
                 OUT.vertex = UnityObjectToClipPos(IN.vertex);
                 OUT.texcoord = IN.texcoord;
                 OUT.color = IN.color * _Color;
                 #ifdef PIXELSNAP_ON
                 OUT.vertex = UnityPixelSnap (OUT.vertex);
                 #endif
 
                 return OUT;
             }
 
             sampler2D _MainTex;
             sampler2D _AlphaTex;
 
             fixed4 SampleSpriteTexture (float2 uv)
             {
                 fixed4 color = tex2D (_MainTex, uv);
 
 #if ETC1_EXTERNAL_ALPHA
                 // get the color from an external texture (usecase: Alpha support for ETC1 on android)
                 color.a = tex2D (_AlphaTex, uv).r;
 #endif //ETC1_EXTERNAL_ALPHA
 
                 return color;
             }
 
             fixed4 frag(v2f IN) : SV_Target
             {
                 fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
                 c.rgb *= c.a;
                 float dFCM05 = ((int)(sqrt(pow(IN.texcoord.x-0.5,2)+pow(IN.texcoord.y-0.5,2))*1000) % 500)/1000.0;    //distance from center module 0.5
                 c = _LinePosition!=0 && c.a>0 && dFCM05<(_LinePosition+_LineWidth) &&dFCM05>_LinePosition?lerp(c,float4(_GlowColor.r,_GlowColor.g,_GlowColor.b,c.a),0.8):c;
                 return c;
             }
         ENDCG
         }
     }
 }
 
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Answer by moaazafzal1111 · Jun 02, 2020 at 06:05 AM

Did you find the answer ?

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