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Question by dedpasha1 · Nov 06, 2014 at 01:29 PM · shadermobileshader writing

Mobile: Shader stepping with _Time input on samsung with mali GPU

I have same issues like this one on samsung devices(mali GPU), but "overlaymove.x = overlaymove.x + fmod(_Time.y, 1);" bad solve for me, I need smooth anim. How I can solve that problem? My shader:

 Shader "Plarium/MaskedAdditive" {
     Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {}
         _MaskTex ("Mask Additive (RGB)", 2D) = "white" {}
         _TintColor ("Tint Color", Color) = (1, 1, 1, 0.5)
         _MaskTintColor ("Mask TintColor", Color) = (0.5, 0.5, 0.5, 0.5)
         _Alpha("Alpha", Range(0,1)) = 0.0
         _Speed("Speed", Float) = 0
         _SpeedMask("Speed Mask", Float) = 0
         _MultMask("Multiplier Mask", Float) = 1
         _OffsetDirection("Offset Direction", Vector) = (0.1, 0.1, 0.1, 0.1)
         _OffsetDirectionMask("Offset Direction Mask", Vector) = (0.1, 0.1, 0.1, 0.1)
     }
     
     SubShader
     {
         Tags
         {
             "Queue" = "Transparent"
             "IgnoreProjector" = "True"
             "RenderType" = "Transparent"
         }
         
         LOD 100
         Cull Off
         Lighting Off
         ZWrite Off
         Fog { Mode Off }
         Blend SrcAlpha OneMinusSrcAlpha
         
         Pass
         {
 CGPROGRAM
             #pragma vertex vert_img
             #pragma fragment frag
             #include "UnityCG.cginc"
 
             
             uniform sampler2D _MainTex;
             uniform sampler2D _MaskTex;
             fixed4 _TintColor; 
             fixed4 _MaskTintColor;
             uniform float _Speed;
             uniform float _SpeedMask;
             uniform float _MultMask;
             uniform float _Alpha;
             uniform half4 _OffsetDirection;
             uniform half4 _OffsetDirectionMask;
 
 
             fixed4 frag (v2f_img i) : COLOR 
             {
                 float2 offsetDirection = (normalize(_OffsetDirection.xy) * _Speed * _Time.y);
                 float2 offsetDirectionMask = (normalize(_OffsetDirectionMask.xy) * _SpeedMask * _Time.y);
                 
                 half4 original = tex2D(_MainTex, i.uv + offsetDirection) * _TintColor * _TintColor.a;
                 
                 half4 mask = tex2D(_MaskTex, i.uv + offsetDirectionMask) * _MaskTintColor * _MaskTintColor.a * _MultMask;
                 
                 half4 output = original + mask;
                 
                 output.a = _Alpha;
                 return output;
             }
 ENDCG
         }
     }
 }
 

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