Похоже, что проблема в шейдерах и сортировке.
Проявляется ТОЛЬКО на некоторых девайсах с GPU типа Mali-400 (Sony Xperia P) и PowerVR SGX 531 (Wexler 7id).
На моих 5-ти девайсах нет такой проблемы.
Как решить проблему с сортировкой?
Шейдер Projector:
Синтаксис:
Используется glsl
// Upgrade NOTE: replaced '_Projector' with 'unity_Projector'
// Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip'
Shader "Projector/Multiply Optimized" {
Properties {
_ShadowTex ("Cookie", 2D) = "gray" {}
_FalloffTex ("FallOff", 2D) = "white" {}
}
Subshader {
Tags {"Queue"="Transparent"}
Pass {
ZWrite Off
ColorMask RGB
Blend DstColor Zero
Offset -1, -1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 uvShadow : TEXCOORD0;
float4 uvFalloff : TEXCOORD1;
float4 pos : SV_POSITION;
};
float4x4 unity_Projector;
float4x4 unity_ProjectorClip;
v2f vert (float4 vertex : POSITION)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, vertex);
o.uvShadow = mul (unity_Projector, vertex);
o.uvFalloff = mul (unity_ProjectorClip, vertex);
return o;
}
sampler2D _ShadowTex;
sampler2D _FalloffTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
texS.a = 1.0-texS.a;
fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));
fixed4 res = lerp(fixed4(1,1,1,0), texS, texF.a);
return res;
}
ENDCG
}
}
}
// Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip'
Shader "Projector/Multiply Optimized" {
Properties {
_ShadowTex ("Cookie", 2D) = "gray" {}
_FalloffTex ("FallOff", 2D) = "white" {}
}
Subshader {
Tags {"Queue"="Transparent"}
Pass {
ZWrite Off
ColorMask RGB
Blend DstColor Zero
Offset -1, -1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 uvShadow : TEXCOORD0;
float4 uvFalloff : TEXCOORD1;
float4 pos : SV_POSITION;
};
float4x4 unity_Projector;
float4x4 unity_ProjectorClip;
v2f vert (float4 vertex : POSITION)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, vertex);
o.uvShadow = mul (unity_Projector, vertex);
o.uvFalloff = mul (unity_ProjectorClip, vertex);
return o;
}
sampler2D _ShadowTex;
sampler2D _FalloffTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
texS.a = 1.0-texS.a;
fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));
fixed4 res = lerp(fixed4(1,1,1,0), texS, texF.a);
return res;
}
ENDCG
}
}
}
Шейдер колёсный (MatCap/Vertex/Textured Multiply):
Синтаксис:
Используется glsl
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// MatCap Shader, (c) 2015 Jean Moreno
Shader "MatCap/Vertex/Textured Multiply"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_MatCap ("MatCap (RGB)", 2D) = "white" {}
}
Subshader
{
Tags { "RenderType"="Opaque" }
Pass
{
Tags { "LightMode" = "Always" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 cap : TEXCOORD1;
};
uniform float4 _MainTex_ST;
v2f vert (appdata_base v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
half2 capCoord;
float3 worldNorm = normalize(unity_WorldToObject[0].xyz * v.normal.x + unity_WorldToObject[1].xyz * v.normal.y + unity_WorldToObject[2].xyz * v.normal.z);
worldNorm = mul((float3x3)UNITY_MATRIX_V, worldNorm);
o.cap.xy = worldNorm.xy * 0.5 + 0.5;
return o;
}
uniform sampler2D _MainTex;
uniform sampler2D _MatCap;
fixed4 frag (v2f i) : COLOR
{
fixed4 tex = tex2D(_MainTex, i.uv);
fixed4 mc = tex2D(_MatCap, i.cap);
return tex * mc * 2.0;
}
ENDCG
}
}
Fallback "VertexLit"
}
// MatCap Shader, (c) 2015 Jean Moreno
Shader "MatCap/Vertex/Textured Multiply"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_MatCap ("MatCap (RGB)", 2D) = "white" {}
}
Subshader
{
Tags { "RenderType"="Opaque" }
Pass
{
Tags { "LightMode" = "Always" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 cap : TEXCOORD1;
};
uniform float4 _MainTex_ST;
v2f vert (appdata_base v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
half2 capCoord;
float3 worldNorm = normalize(unity_WorldToObject[0].xyz * v.normal.x + unity_WorldToObject[1].xyz * v.normal.y + unity_WorldToObject[2].xyz * v.normal.z);
worldNorm = mul((float3x3)UNITY_MATRIX_V, worldNorm);
o.cap.xy = worldNorm.xy * 0.5 + 0.5;
return o;
}
uniform sampler2D _MainTex;
uniform sampler2D _MatCap;
fixed4 frag (v2f i) : COLOR
{
fixed4 tex = tex2D(_MainTex, i.uv);
fixed4 mc = tex2D(_MatCap, i.cap);
return tex * mc * 2.0;
}
ENDCG
}
}
Fallback "VertexLit"
}