Android 自定义着色器不适用于手机(Unity)
我有一个自定义着色器,它在我的移动设备上不工作,但在PC上工作。如何转换它,使其在移动设备上工作 以下是我的代码:Android 自定义着色器不适用于手机(Unity),android,unity3d,shader,Android,Unity3d,Shader,我有一个自定义着色器,它在我的移动设备上不工作,但在PC上工作。如何转换它,使其在移动设备上工作 以下是我的代码: Shader "vertexPainter/DiffuseNormalSpec_2tex_mask" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex1 ("Base 1 (RGBA)", 2D) = "whi
Shader "vertexPainter/DiffuseNormalSpec_2tex_mask" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex1 ("Base 1 (RGBA)", 2D) = "white" {}
_BumpMap1 ("Bumpmap 1 (RGB)", 2D) = "bump" {}
_MainTex2 ("Base 2 (RGB)", 2D) ="black" {}
_BumpMap2 ("Bumpmap 2 (RGB)", 2D) = "bump" {}
_BlendMask ("Blend Mask", 2D) = "white" {}
_Shininess("shininess", Range(0,0.8)) = 0.1
_SpecColor("spec color", Color) = (0,0,0,0)
_BlendSoft("Blend Softness", Range(0,0.8)) = 0.1
_B_Normal("B Normal", Range(0,0.8)) = 0.1
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 600
CGPROGRAM
#pragma surface surf BlinnPhong vertex:vert
#pragma target 3.0
struct Input {
float2 uv_MainTex1 : TEXCOORD0;
float2 uv2_BlendMask : TEXCOORD1;
float4 color : COLOR;
};
void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o);
o.color = (v.color);
}
uniform sampler2D _MainTex1, _MainTex2, _BlendMask;
uniform sampler2D _BumpMap1, _BumpMap2;
half3 _SelfIllum;
half _BlendSoft, _B_Normal;
fixed _Shininess;
void surf (Input IN, inout SurfaceOutput o) {
half4 base = tex2D(_MainTex1, IN.uv_MainTex1);
half4 blend1 = tex2D(_MainTex2, IN.uv_MainTex1);
half4 blendmask = tex2D(_BlendMask, IN.uv2_BlendMask);
half transformed = ((1 - IN.color.g) - blendmask.r)/_BlendSoft;
half mask = saturate(transformed);
half4 finresult = lerp(blend1, base, mask);
half specresultg = lerp(blend1.a, base.a, mask);
half3 g_normal = UnpackNormal(tex2D(_BumpMap2, IN.uv_MainTex1));
g_normal *= 1-(blendmask.b * _B_Normal);
half3 r_normal = UnpackNormal(tex2D(_BumpMap1, IN.uv_MainTex1));
half3 norresultg = lerp(g_normal, r_normal, mask);
o.Albedo = finresult.rgb;
o.Normal = norresultg;
o.Alpha = 1;
o.Specular = _Shininess;
o.Gloss = specresultg * _SpecColor;
}
ENDCG
}
FallBack "Diffuse"
}
着色器的屏幕截图:
这是我的电脑上的外观:
这就是我手机上的样子:
规格
个人电脑:
操作系统:Windows 10 Pro 64位
处理器:英特尔(r)Core(TM)i7-6700CPU@3.40GHz(8CPU),~3.4Ghz
内存:16384MB RAM
图形卡:NVIDIA GeForce GTX 960
电话:
三星Galaxy s7,但现在我使用的是模拟器(Bluestack)Go Settings->Graphics,
及
将所需的着色器添加到“始终包含着色器”列表中
希望它有帮助你能和adb logcat核实一下它是否在设备中出现了一些错误吗:嘿,你知道问题出在哪里了吗?我有一个类似的地形混合器着色器,我有同样的问题。