Discussion in 'PSM' started by xixgames, Apr 8, 2014.
Looks like PSM SDK and Vita gpu works like Samsung devices with shaders, no?
Avoid fixed function shaders.
can you extend this info please?
Does this mean the default unity and unity mobile shaders will be fine, cannot test on my vita yet, but majority of my shaders are of those.
I have changed all the Mobile/Unlit (lightmap supported) shader with Legacy/Self illum, Diffuse and it is working fine, no glitches in the textures and frame rate is ok (150FPS average!), but in some levels I cant use any shader like Vertex or Transparent with CutOff...due to an ambient light error in the shader program at runtime that i dont know how to handle, since, it works in other scenes with same shaders set...
If the shader does not contain a CGPROGRAM block then it will not work, as simple as that. Nor will it in the future. All shaders in Unity should either be surface program or CGPROGRAM.
Has to be a surface or cg shader. Fixed function is neither of those.
Here are some fixed function ones: https://docs.unity3d.com/Documentation/Manual/ShaderTut1.html
Here are some vita compatible ones: https://docs.unity3d.com/Documentation/Manual/ShaderTut2.html
For now I had to switch all my Mobile/Particles shaders to the generic Particles ones.
I sitll have an issue with one of my shader using lerp()
That shader is fixed function.
Echologin shaders in my sig are all vita compatible, as are any which contain a valid surface shader, or CGPROGRAM block (vert frag). If any Echologin shaders do not work (I'd be very surprised) I'll work with the author and get them fixed within a day.
Outch T__T! Sad...:cry:
Thanks, where can I found fixes for the shaders already?, I dislike to reinvent the wheel
* Mobile Unlit shader with lightmap support
* Vertex shaders
* Unlit Transparent shaders
That is incorrect - fixed function 'shaders' do work just fine with Unity-for-PSM - they are emulated at runtime exactly as they are on Android/iOS when using GLES 2.0.
The problem with the fixed function shader sama.van referenced is that the emulation code (incorrectly) assumes lerp can be used with mismatching params. I've made a note of this issue and hopefully it will be fixed in the next version.
Thanks eriQue, hope this is fixed in the next version!
Any idea why Shadow blob projector didn't work on Vita ?
I think is a shader issue, but my shader skill is near absolute 0
Thanks Rob(hippo), helped a bunch!