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Question by lubwn · May 23, 2017 at 06:24 AM · androidunity 5shaderbuildpink

Pink custom shader on Android build

I found and re-written some custom shader. Added Alpha with sliders etc. It works just nicely in Unity but after Android build it turn out to be all pink.

Here is the shader:

 Shader "Lubo/UnlitGradientOneOne"
 {
      Properties{
          _TopColor("Color1", Color) = (1,1,1,1)
          _TopColorAlpha ("Color1 Transparency", Range (0.01, 1)) = 0.5 
          _BottomColor("Color2", Color) = (1,1,1,1)
          _BottomColorAlpha ("Color2 Transparency", Range (0.01, 1)) = 0.5 
          _MainTex ("Main Texture", 2D) = "white" {}
          _Alpha ("Object Transparency", Range (0.01, 1)) = 0.5 
      }
          SubShader
      {
          Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
          Pass
          {
              ZWrite Off
              Blend One One
  
              CGPROGRAM
              #pragma vertex vert
              #pragma fragment frag
  
              #include "UnityCG.cginc"
  
              sampler2D _MainTex;
              float4 _MainTex_ST;
 
              float _Alpha;
              float _TopColorAlpha;
              float _BottomColorAlpha;
 
              fixed4 _TopColor;
              fixed4 _BottomColor;
              half _Value;
  
              struct v2f {
                  float4 position : SV_POSITION;
                  fixed4 color : COLOR;
                  float2 uv : TEXCOORD0;
                  fixed4 alpha : _Alpha;
              };
  
              v2f vert (appdata_full v)
              {
                  v2f o;
                  o.position = UnityObjectToClipPos (v.vertex);
                  o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
                  o.color = lerp (_TopColor * _TopColorAlpha, _BottomColor * _BottomColorAlpha, v.texcoord.y);
                  return o;
              }
  
              fixed4 frag(v2f i) : SV_Target
              {
                  float4 color;
                  color.rgb = i.color.rgb;
                  color.a = tex2D (_MainTex, i.uv).a * i.color.a * _Alpha;
                  return color;
              }
              ENDCG
          }
      }
  }

Tried various solutions:

  • setting skybox with directional light.

  • In Edit -> Project settings -> Graphics added my shader to array "Always included shaders".

  • Moved shader to location where all the other shaders are, thought It might help

  • Checked build logs and did not found anything suspicious.

I was thinking whether the shader is even compilable or compatible with android devices. Am I missing something? I am new to shaders and does not quite understand if I wrote something bad in there.

EDIT: After two days "awaiting moderation" I finally resolved this problem. And I can not even "reply" to my own thread and mark it as correct answer. Why?

I found out the program was unable to compile it, it simply worked in Unity, but refused to work on any android device.

Steps which led to successful repair:

  • Found out there is in Unity built-in shader compiler, which will tell you an error. Simply click on shader and there is a button "compile and show code", there is also a small arrow with various options, disable "skip unused shader_features", now compiler will tell you errors when compiling the code.

  • Based on this thread I found out about "UNITY_INITIALIZE_OUTPUT(v2f, o);" - I am not sure what it does, but it surely helped to resolve an error about not initialized variable "o"

  • Now the finally resolving step, removing _Alpha variable, since I already programmed the shader to have alpha for each of the colors, the mail alpha was unnecessary

Here is the final code of the shader which works:

 Shader "Lubo/UnlitGradientOneOne"
 {
      Properties{
          _TopColor("Color1", Color) = (1,1,1,1)
          _TopColorAlpha ("Color1 Transparency", Range (0.01, 1)) = 0.5 
          _BottomColor("Color2", Color) = (1,1,1,1)
          _BottomColorAlpha ("Color2 Transparency", Range (0.01, 1)) = 0.5 
          _MainTex ("Main Texture", 2D) = "white" {}
 
      }
          SubShader
      {
          Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
          Pass
          {
              ZWrite Off
              Blend One One
  
              CGPROGRAM
              #pragma vertex vert
              #pragma fragment frag
  
              #include "UnityCG.cginc"
  
              sampler2D _MainTex;
              float4 _MainTex_ST;
 
 
              float _TopColorAlpha;
              float _BottomColorAlpha;
 
              fixed4 _TopColor;
              fixed4 _BottomColor;
              half _Value;
  
              struct v2f {
                  float4 position : SV_POSITION;
                  fixed4 color : COLOR;
                  float2 uv : TEXCOORD0;
 
              };
  
              v2f vert (appdata_full v)
              {
                  v2f o;
                  UNITY_INITIALIZE_OUTPUT(v2f, o);
                  o.position = UnityObjectToClipPos (v.vertex);
                  o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
                  o.color = lerp (_TopColor * _TopColorAlpha, _BottomColor * _BottomColorAlpha, v.texcoord.y);
                  return o;
              }
  
              fixed4 frag(v2f i) : SV_Target
              {
                  float4 color;
                  color.rgb = i.color.rgb;
                  color.a = tex2D (_MainTex, i.uv).a * i.color.a;
                  return color;
              }
              ENDCG
          }
      }
  }

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