Hi ! Since a the new UI we use Stencil Shader to display 3D elements in UI or 2D arrays. I always used this shader : Code (CSharp): Shader "Stencils/Diffuse" { Properties { _StencilId ("Stencil ID", Float) = 0 _MainTex ("Base (RGB)", 2D) = "white" {} _Color ("Main Color", COLOR) = (0.58,0.58,0.58,1) } SubShader { Stencil { Ref [_StencilId] Comp equal Pass keep Fail keep } Tags { "RenderType"="Opaque" "Queue"="Transparent+100"} LOD 200 Cull Off CGPROGRAM #pragma surface surf Lambert sampler2D _MainTex; float4 _Color; struct Input { float2 uv_MainTex; float4 color : COLOR; }; void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D (_MainTex, IN.uv_MainTex); o.Albedo = c.rgb * _Color.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" } But now on iOS (iPad Air) it renders black since I use Asset Bundle. I know Asset Bundle have issue with custom shaders, you need to add them in the built-in shader, but the shader is added. And more strange : My asset have two parts, both with this shader : one is rendered correctly, the other is black. To be more precise, it's a boat : The boat is correctly renderer, the sails is not (it's just a plane, one sided) When I debug the material, the shader is here, the color is here, the texture is here, it's just not rendered. I know that some custom shader doesn't work with iOS metal, usually I use shader force and check "iOS metal compatible", but I can't open this one on shader forge so i'm lost... Anyone have an idea ? [Unity 5.2.2p3]