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Question by MattiGroot · Aug 25, 2014 at 02:26 PM · shaderlightingshader programming

Glow/Spotlight shader only working on Windows

Dear Community,

I'm working on a project where we use a shader that creates a spotlight/cameralight effect. This effect doesn't seem to work on OSX/Android/iOS and I can't seem to find the reason for that, and I've seen a lot of topics regarding the differences between Windows and OSX. Could someone please help me on this issue. Pictures and code are posted below.

With kind regards,

Matti

alt text

 Shader "Custom/GlowLine" {
 Properties {
     _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
     _MainTex ("Particle Texture", 2D) = "white" {}
     _BrightnessFactor ("Brightness Factor", Float ) = 1.0
     _BrightnessHardness( "Brightness Hardness", Float ) = 2.0
     _LineHardness( "Line Hardness", Float ) = 2.0
 }
 
 Category {
     Tags { "Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="Transparent" }
     Blend SrcAlpha One
     ZTest Always
     AlphaTest Greater .01
     ColorMask RGB
     Cull Back Lighting Off ZWrite On Fog { Color (0,0,0,0) }
     BindChannels {
         Bind "Color", color
         Bind "Vertex", vertex
         Bind "TexCoord", texcoord
     }
     
     // ---- Fragment program cards
     SubShader {
         Pass {
         
             CGPROGRAM
 // Upgrade NOTE: excluded shader from Xbox360; has structs without semantics (struct v2f members position)
 #pragma exclude_renderers xbox360
             #pragma vertex vert
             #pragma fragment frag
             #pragma fragmentoption ARB_precision_hint_fastest
             #pragma multi_compile_particles
 
             #include "UnityCG.cginc"
 
             sampler2D _MainTex;
             fixed4 _TintColor;
             float _BrightnessFactor;
             float _BrightnessHardness;
             float _LineHardness;
             
             struct appdata_t {
                 float4 vertex : POSITION;
                 fixed4 color : COLOR;
                 float2 texcoord : TEXCOORD0;
             };
 
             struct v2f {
                 float4 vertex : POSITION;
                 fixed4 color : COLOR;
                 float2 texcoord : TEXCOORD0;
                 float4 position : TEXCOORD1;
             };
             
             float4 _MainTex_ST;
 
             v2f vert( appdata_t v )
             {
                 v2f o;
                 o.vertex = mul( UNITY_MATRIX_MVP, v.vertex );
                 o.color = v.color;
                 o.texcoord = TRANSFORM_TEX( v.texcoord,_MainTex );
                 o.position = o.vertex;
                 return o;
             }
 
             sampler2D _CameraDepthTexture;
             
             fixed4 frag( v2f IN ) : COLOR
             {
                 half4 texColor = pow(tex2D( _MainTex, IN.texcoord ), _LineHardness );
                 float brightness = 1.0f / pow(dot( IN.position, IN.position ), _BrightnessHardness) * texColor.a;
                 return 2.0f * (IN.color )* _TintColor * texColor + (brightness * _BrightnessFactor) * 0.1f;
             }
             ENDCG 
         }
     }     
     
     // ---- Dual texture cards
     SubShader {
         Pass {
             SetTexture [_MainTex] {
                 constantColor [_TintColor]
                 combine constant * primary
             }
             SetTexture [_MainTex] {
                 combine texture * previous DOUBLE
             }
         }
     }
     
     // ---- Single texture cards (does not do color tint)
     SubShader {
         Pass {
             SetTexture [_MainTex] {
                 combine texture * primary
             }
         }
     }
 }
 }
 
img_glow.png (49.3 kB)
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