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Upgrade to urp.A shader work fine in editor by pink on android.[fixed]

Discussion in 'Community Learning & Teaching' started by unity_ESPpfKWcV64y3Q, May 13, 2020.

  1. unity_ESPpfKWcV64y3Q

    unity_ESPpfKWcV64y3Q

    Joined:
    Feb 25, 2018
    Posts:
    4
    Shader "SF/Particle Add" {
    Properties {
    _MainTex ("MainTex", 2D) = "white" {}
    [HDR]_Color ("Color", Color) = (0.5,0.5,0.5,1)
    _Power ("Power", Range(-10, 10)) = 2
    // Blending state

    _StencilComp("Stencil Comparison", Float) = 8
    _Stencil("Stencil ID", Float) = 0
    _StencilOp("Stencil Operation", Float) = 0
    _StencilWriteMask("Stencil Write Mask", Float) = 255
    _StencilReadMask("Stencil Read Mask", Float) = 255
    }
    SubShader {
    Stencil {
    Ref[_Stencil]//1 [_Stencil]
    Comp[_StencilComp]//3 [_StencilComp] LEqual
    Pass[_StencilOp]//0
    ReadMask[_StencilReadMask]//1 [_StencilReadMask]
    WriteMask[_StencilWriteMask]//255
    }
    Tags {
    "RenderPipeline" = "UniversalPipeline"
    "IgnoreProjector"="True"
    "Queue"="Transparent"
    "RenderType"="Transparent"
    }
    Pass {
    Name "FORWARD"
    Tags {
    "LightMode"="UniversalForward"
    }
    Blend One One
    Cull Off
    ZWrite Off

    CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag
    #define UNITY_PASS_FORWARDBASE
    #include "UnityCG.cginc"
    #pragma multi_compile_fwdbase
    #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal //delete this to slove
    #pragma target 3.0
    uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
    uniform float4 _Color;
    uniform float _Power;
    struct VertexInput {
    float4 vertex : POSITION;
    float2 texcoord0 : TEXCOORD0;
    float4 vertexColor : COLOR;
    };
    struct VertexOutput {
    float4 pos : SV_POSITION;
    float2 uv0 : TEXCOORD0;
    float4 vertexColor : COLOR;
    };
    VertexOutput vert (VertexInput v) {
    VertexOutput o = (VertexOutput)0;
    o.uv0 = v.texcoord0;
    o.vertexColor = v.vertexColor;
    o.pos = UnityObjectToClipPos( v.vertex );
    return o;
    }
    float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
    float isFrontFace = ( facing >= 0 ? 1 : 0 );
    float faceSign = ( facing >= 0 ? 1 : -1 );
    ////// Lighting:
    float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
    float3 finalColor = (_Color.rgb*(_MainTex_var.rgb*_MainTex_var.a)*(1.0*_Power)*(i.vertexColor.rgb*i.vertexColor.a));
    return fixed4(finalColor,1);
    }
    ENDCG
    }
    }
    CustomEditor "ShaderForgeMaterialInspector"
    }


    cgprogram is not supported by urp ?
     
    Last edited: May 13, 2020