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Doesn't work on mobile? #1
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Have you got some screenshot? |
I moved on from the project so too lazy to take a screenshot now. But you can easily imagine when on my Android device, it was just like default sprite shader. Did some research, some guy said Android doesn't recognize the discard operator in the shader. I did change discard to something like c = (0,0,0,0), and once again it worked on PC but not on mobile. That was what I experienced, don't have much knowledge about graphics though. |
@FVSHaLuan Hi, try fix the frag() function to this one. I tested in android 6.0.
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Don't even know what I needed this for, but thanks 😁
…_____________________________________________
FVS
________________________________
From: Nguyễn Hy Nhân <[email protected]>
Sent: Wednesday, March 3, 2021 11:51 PM
To: Nrjwolf/unity-shader-sprite-radial-fill <[email protected]>
Cc: FVS Hà Luận <[email protected]>; Mention <[email protected]>
Subject: Re: [Nrjwolf/unity-shader-sprite-radial-fill] Doesn't work on mobile? (#1)
@FVSHaLuan<https://apac01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fgithub.com%2FFVSHaLuan&data=04%7C01%7C%7C56406546829f477e6edd08d8de649607%7C84df9e7fe9f640afb435aaaaaaaaaaaa%7C1%7C0%7C637503870892546377%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C1000&sdata=n61VHMVo6%2F79Ze7%2BCwHwNfJdotRw8chOHZSY6SpngfY%3D&reserved=0> Hi, try fix the frag() function to this one. I tested in android 6.0.
`fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
c.rgb *= c.a;
//-------- Creating arc --------//
// sector start/end angles
float startAngle = _Angle - _Arc1;
float endAngle = _Angle + _Arc2;
// check offsets
float offset0 = clamp(0, 360, startAngle + 360);
float offset360 = clamp(0, 360, endAngle - 360);
// convert uv to atan coordinates
float2 atan2Coord = float2(lerp(-1, 1, IN.texcoord.x), lerp(-1, 1, IN.texcoord.y));
float atanAngle = atan2(atan2Coord.y, atan2Coord.x) * 57.3; // angle in degrees
// convert angle to 360 system
//if(atanAngle < 0) atanAngle = 360 + atanAngle;
float f = step(atanAngle, 0);
atanAngle = ((360 + atanAngle) * f) + ((1 - f) * atanAngle);
//if(atanAngle >= startAngle && atanAngle <= endAngle) discard;
c.a *= step(1, step(atanAngle, startAngle) + step(endAngle, atanAngle));
//if(atanAngle <= offset360) discard;
c.a *= step(offset360, atanAngle);
//if(atanAngle >= offset0) discard;
c.a *= step(atanAngle, offset0);
return c;
}`
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Didn't worked for me on android 10.
And it works both on android and PC. have not tested it on iOS, but i think it should be fine there too. |
I'm using Unity 2019.4.5f1, built for Android 10, it just rendered the full sprite
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