There is a bug in the shader process... When you use Vertex or Unlit with Cut Offset these errors are non-stoppable and drops fps to 1-10: Unlit/Transparent Cutout: Code (csharp): [173.408224] Shader : Unlit/Transparent Cutout [173.408742] Entrypoint : main [173.409130] ERROR (24,94): unexpected undeclared identifier 'glstate_lightmodel_ambient' [173.409882] WARN (19,7): local variable '_glesNormal' is unreferenced [173.410665] WARN (22,12): local variable 'vertexColor' is unreferenced [173.411397] -- [173.412054] ** FF Vertexprogram = uniform float4x4 glstate_matrix_mvp; struct In { float4 vertex : POSITION; half3 normal : NORMAL; fixed4 col or : COLOR; half4 texcoord0 : TEXCOORD0; }; out varying fixed4 v_color : COLOR; uniform half4 _glesFFColor; out varying half2 v_texCoord0 : TEXCOORD0; struct LightModelParameters { float4 ambient; }; uniform float4 _glesFrontMaterial_emission; uniform float4 _glesFrontMaterial_ambient; uniform float4 _glesFrontMaterial_diffuse; uniform float4 _glesFrontMaterial_specular; uniform float _glesFrontMaterial_shininess; out varying float4 _ffpPosition : POSITION; void main(In input) { float4 _glesVertex = input.vertex; half3 _glesNormal = input.normal; half4 _glesMultiTexCoord0 = input.texcoord0; _ffpPosition = mul(glstate_matrix_mvp, _glesVertex); float4 vertexColor = _glesFFColor; v_texCoord0 = _glesMultiTexCoord0.xy; float3 color = _glesFrontMaterial_emission.rgb + _glesFrontMateri al_ambient.rgb * glstate_lightmodel_ambient.rgb; float alpha = _glesFrontMaterial_diffuse.a; v_color = float4(color, alpha); } Transparent/Cutout/VertexLit: Code (csharp): [230.517456] Shader : Transparent/Cutout/VertexLit [230.517925] Entrypoint : main [230.518303] ERROR (24,94): unexpected undeclared identifier 'glstate_lightmodel_ambient' [230.519034] WARN (19,7): local variable '_glesNormal' is unreferenced [230.519731] WARN (22,12): local variable 'vertexColor' is unreferenced [230.520434] -- [230.521082] ** FF Vertexprogram = uniform float4x4 glstate_matrix_mvp; struct In { float4 vertex : POSITION; half3 normal : NORMAL; fixed4 col or : COLOR; half4 texcoord0 : TEXCOORD0; }; out varying fixed4 v_color : COLOR; uniform half4 _glesFFColor; out varying half2 v_texCoord0 : TEXCOORD0; struct LightModelParameters { float4 ambient; }; uniform float4 _glesFrontMaterial_emission; uniform float4 _glesFrontMaterial_ambient; uniform float4 _glesFrontMaterial_diffuse; uniform float4 _glesFrontMaterial_specular; uniform float _glesFrontMaterial_shininess; out varying float4 _ffpPosition : POSITION; void main(In input) { float4 _glesVertex = input.vertex; half3 _glesNormal = input.normal; half4 _glesMultiTexCoord0 = input.texcoord0; _ffpPosition = mul(glstate_matrix_mvp, _glesVertex); float4 vertexColor = _glesFFColor; v_texCoord0 = _glesMultiTexCoord0.xy; float3 color = _glesFrontMaterial_emission.rgb + _glesFrontMateri al_ambient.rgb * glstate_lightmodel_ambient.rgb; float alpha = _glesFrontMaterial_diffuse.a; v_color = float4(color, alpha); } [230.536286] 34275: fps 2.35 ms/f 425.65 [kernel avail main 158MB, cdram 0MB, p hycont 26MB] any idea of what is going on?
Getting this as well [323.639087] Compiling VERTEX shader "Mobile/Particles/Additive Culled" variation with entrypoint 'main' (md5:a2221e11a557067e52901a055743d956) [323.779380] Shader : Mobile/Particles/Additive Culled [323.779891] Entrypoint : main [323.780273] ERROR (30,94): unexpected undeclared identifier 'glstate_lightmodel_ambient'
Hello, This problem (and others) are fixed in the hot fix release : http://forum.unity3d.com/threads/unity-for-playstationmobile-hotfix-release.259699/