Hello, I've been using the FX/TrigField shader by Thomas Phillips for my latest project. On my MacBookPro it looks really nice. But I just recently created a Build and tested my game on an iMac i5 2.7GHz. The same shader which looks awesome in my computer, looks terribly wrong on the iMac. It creates a noise instead of the actual shader. I am wondering, why is this happening? Could this have something to do with the Graphics card? I'm attaching the code of the shader, could someone could have a look at it? Thanks! Nick. Code (csharp): // Upgrade NOTE: replaced 'PositionFog()' with multiply of UNITY_MATRIX_MVP by position // Upgrade NOTE: replaced 'V2F_POS_FOG' with 'float4 pos : SV_POSITION' // // Shader: "FX/TrigField" // Version: v1.0 // Written by: Thomas Phillips // // Anyone is free to use this shader for non-commercial or commercial projects. // // Description: // Generic force field effect. // Play with color, opacity, and rate for different effects. // Shader "FX/TrigField" { Properties { _Color ("Color Tint", Color) = (0, 0, 0.5, 1.0) _Rate ("Oscillation Rate", Range (1, 10)) = 1.0 _Scale ("Ripple Scale", Range (1, 30)) = 10.0 } SubShader { ZWrite Off Tags { "Queue" = "Transparent" } Blend One One Pass { CGPROGRAM // Upgrade NOTE: excluded shader from Xbox360 because it uses wrong array syntax (type[size] name) #pragma exclude_renderers xbox360 // Define/undefine either/both of these for a differnt variant. #define USE_TAN #undef USE_LINES #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_fog_exp2 #include "UnityCG.cginc" float4 _Color; float _Rate; float _Scale; struct v2f { float4 pos : SV_POSITION; float4 texcoord : TEXCOORD0; float4[4] target : TEXCOORD1; }; v2f vert (appdata_base v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.texcoord = v.texcoord; int j; for ( j = 2; j < 5; j++) { float a, b; sincos(j*_Time[0], a, b); o.target[j-2] = float4(a, b, 0, 0); } return o; } half4 frag (v2f i) : COLOR { float4 d; int j; float r = _Time[1] * _Rate; for ( j = 0; j < 3; j++) { #ifdef USE_LINES #ifdef USE_TAN d[j] = tan(_Scale * dot(i.texcoord, i.target[j]) - r); #else d[j] = sin(_Scale * dot(i.texcoord, i.target[j]) - r) * 3; #endif #else #ifdef USE_TAN d[j] = tan(_Scale * distance(i.texcoord, i.target[j]) - r); #else d[j] = sin(_Scale * distance(i.texcoord, i.target[j]) - r) * 3; #endif #endif } // for return half4( (dot(d, d) * _Color).xyz, 1 ); } ENDCG } } Fallback "Transparent/Diffuse" }