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Modified Deferred Rendering crashing (Internal-PrePassLighting.shader)

Discussion in 'PSM' started by Kuothe, Apr 16, 2014.

  1. Kuothe

    Kuothe

    Joined:
    Aug 14, 2013
    Posts:
    18
    I use a modified 'Hidden/Internal-PrePassLighting.shader'; it works fine on PC, WebPlayer and Android phones (only tested with OpenGLES 3.0), but in PSM it gives me a "unity variation with entrypoint 'frag'..." error. Seems like it's trying to check it against an internal shader in the VITA or something?

    Here's the log:

    $crash_deferred.PNG

    If I use the original 'Hidden/Internal-PrePassLighting.shader' it works fine (well.. at 5 FPS, when in my Nexus 5 it gets to 30 FPS..).

    Any advice?
     
    Last edited: Apr 16, 2014
  2. blackbird

    blackbird

    Joined:
    Aug 9, 2011
    Posts:
    592