i using this shader for my text in unity Code (CSharp): Shader "SysFont/Unlit Transparent" { Properties { _Color ("Text Color", Color) = (1,1,1,1) _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {} } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Pass { Cull Off Lighting Off ZWrite Off Fog { Mode Off } AlphaTest Off Blend SrcAlpha OneMinusSrcAlpha SetTexture [_MainTex] { ConstantColor [_Color] Combine constant, texture * constant } } My text color is white and it's work well in wp8,w8 64bit, android, ... but except windows app store (windows 8 32 bit) it not transparent .This is image for problem http://i1287.photobucket.com/albums.../WP_20130306_001_zps3fff1400.jpg?t=1408250136 Please help me, thanks.
I don't think there's anything wrong with the shader, specially because it shows white in your picture and not magenta like it should when it breaks since both your color and your texture default to white i gotta believe there's something wrong with the texture, maybe it isn't getting compiled and packaged, but it could be many other things that are stopping the texture since this only happens in one specific platform you could try putting it in your resources folder (since everything in that folder will be in the final build regardless of having references or not), but thats about it that i can think of, just make sure the texture is there somehow and report back with more details
Thanks for your answer, but when i try another shader my texture show is fine (but behind texture still have problem) I find more info in log file WARNING: Shader Unsupported: 'Diffuse' - Pass 'SHADOWCOLLECTOR' shader state not supported WARNING: Shader Unsupported: 'VertexLit' - Pass 'SHADOWCOLLECTOR' shader state not supported
The fixed function pipeline actually generates glsl/cgprogram functions, the shadowcollector is one of the things it generates, it's used to being able to receive shadows from other objects, so i'm gonna guess the somewhere along that code generation you are getting something that breaks on that platform, you should probable try a simpler cg shader that only does what you want, tell me, you only need a shader that renders the texture multiplied by a tint color? no shadows or lights? i could probably cook up something pretty quick for you to try
hi, i using VertexLit for my the trees and Diffuse for some object( i dont remember) and the text font using shader i posted in my question, i will try change verterlit and diffuse to another and check again, i will let you know , thanks