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Hi!
I wrote shader in CG, which is working on PC and MAC, but i have problem with iPhone and iPad. My shader receive some global variables and use some vertex variables. My vertex input struct is:
I'm using normal, texcoords in my way, avoiding typical usage. Normals are used to set custom offset/resize of model (when its grow or disapear), texcoords to set graphics effects. Everything working without (i think) normal, because i think on iOS its clamped to -1;1 range. Someone have similar problem? Its possible iOS clamps normals? Other functionalities of shader works without part bounded up with normals.Code:
Maybe exists special flags for shader compiler?
Sorry for my english.
I will be glad for help.
I think it should be like the following-
float4 _POSITION;
float4 _COLOR;
float3 _NORMAL;
float2 uv_MyTexCoordName;//prefix of uv_ is UV Channel 1
float2 uv2_MyTexCoordName; //prefix of uv2_ is UV Channel 2