Hey My CG shaders often ignore tiling, when running on iOS. They act, as If the material's tiling property was set to 1, 1. What am I doing wrong? Here is an example for a shader, which does not tile properly: Code (csharp): Shader "CS/Textured Vertex Colored Blended" { Properties { _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent"} Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Pass { Name "BASE" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" sampler2D _MainTex; struct appdata { fixed4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; fixed4 _MainTex_ST; struct v2f { fixed4 pos : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; v2f vert (appdata v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.color = v.color; return o; } fixed4 frag (v2f i) : COLOR { fixed4 col = i.color * tex2D(_MainTex, i.texcoord); return col; } ENDCG } } Fallback "VertexLit" }
If something is not running on the device always check for a precision error first. I think this problem should not occur on a 5S and iPad Air so always test on all target generations.