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Question by Adam Rademacher · Apr 08, 2011 at 08:53 PM · shaderiosipademissive

iPad Emissive Shader

Hey Guys,

I'm working on an iPad app and I wrote a simple shader to produce an emissive (glow) effect on the mesh based on an alpha map. When I apply it in the Editor, it works perfectly as it is supposed to, in either graphics emulation GLES 1.1 or 2.0. When I put the build on the iPad, however, it's not working at all (looks like it falls back to a plain diffuse). Can anyone shed some light on the situation? Below is my shader code:

Shader "FX/Highlight" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _EmissiveMap ("Emissive Map", 2D) = "white" {} _GlowColor ("Glow Color", Color) = (1,1,1,1) _GlowStrength ("Glow Strength", Range(0,1)) = 0 } SubShader { Lighting On Material { Diffuse (1,1,1,1) Ambient (1,1,1,1) Emission [_GlowColor] }

     Pass {
         SetTexture[_MainTex] { combine texture }
         SetTexture[_EmissiveMap] { combine primary lerp(texture) previous }
         SetTexture[_MainTex] { ConstantColor(1,1,1,[_GlowStrength]) combine texture lerp(constant) previous }

     }
 }

}

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avatar image Jessy · Apr 08, 2011 at 11:09 PM 0
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I can't understand what you're trying to do here, at all. Does the shader look like you want when you build for OpenGL ES 1.1?

avatar image Adam Rademacher · Apr 11, 2011 at 03:05 PM 0
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The shader doesn't look like anything on either build. We tried GLES 1.1 and 2.0 and it falls back to straight diffuse.

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Answer by Adam Rademacher · Apr 11, 2011 at 05:55 PM

We have figured the issue out internally. We didn't have any instances of the shader hard-coded into the scenes and the shader wasn't being included into the build.

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