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Question by Bredkappa · Jun 18, 2015 at 07:08 PM · shaderuvshaderlab

Shader: BindChannels texcoord not working on mobile

Below is a Shader i built from the vegetation shader found here: http://docs.unity3d.com/Manual/SL-AlphaTest.html

I'm using it for a feather system on a bird that has two textures and two uv maps, one uv map for the color and one for the alpha.

Everything is working fine in Unity 5 but when I run it on both android and iphone all the feathers show up black.

I have narrowed it down to this line of code: BindChannels { Bind "vertex", vertex Bind "texcoord1", texcoord1 Bind "texcoord", texcoord0}

Am I assigning the uv maps wrongly or is there missing support for BindChannels on mobile?

Thanks for any help!

 Shader "FeatherShader)" {
     Properties {
         _Color ("Main Color", Color) = (1,1,1,0.5)
         _SpecColor ("Spec Color", Color) = (1,1,1,0)
         _Emission ("Emmisive Color", Color) = (0,0,0,0)
         _Shininess ("Shininess", Range (0.1, 1)) = 0.7
         _MainTex ("Base (RGB)", 2D) = "white" {}
         _AlphaTex ("Trans. (Alpha)", 2D) = "white" {}
         _Cutoff ("Alpha cutoff", Range (0.01,.98)) = .99
     }
        
     Category {
         Tags {Queue=Transparent}
         ColorMask RGB
         Material {
             Diffuse [_Color]
             Ambient [_Color]
             Shininess [_Shininess]
             Specular [_SpecColor]
             Emission [_Emission]
         }
         
         Lighting On
         //SeparateSpecular On
         Cull Off
         
         //UV Test Stuff
         BindChannels { Bind "vertex", vertex Bind "texcoord1", texcoord1 Bind "texcoord", texcoord0}
                 
         SubShader {
         
             Pass {
                 AlphaTest Greater [_Cutoff]
                 SetTexture [_MainTex] { Combine texture * primary DOUBLE, texture}
                 SetTexture [_AlphaTex] { constantColor [_Color] Combine previous, texture * constant}
             }
             Pass {
                 ZWrite off // Dont write to the depth buffer
                 ZTest Less // Don't write pixels we have already written.
                 AlphaTest LEqual [_Cutoff] // Only render pixels less or equal to the value
                 Blend SrcAlpha OneMinusSrcAlpha // Set up alpha blending
                 
                 SetTexture [_MainTex] { Combine texture * primary DOUBLE, texture}
                 SetTexture [_AlphaTex] { constantColor [_Color] Combine previous, texture * constant}
             }
         }
     }
 } 
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