+1
Fixed
Laurent Harduin 4 years ago • updated by Joachim Holmér (Developer) 3 years ago 3

I think that putting something in the cubemap "MIP" input blocks OpenGL compilation.

See here for fix (I tested it should work):

http://forum.unity3d.com/threads/79011-unable-to-compile-shader-for-opengl-profile-with-textureCubeLod-(texCUBElod-on-d3d9)

Answer

Answer
Fixed
This is now fixed in Beta 0.20 :)

That's interesting! I've tried getting it to work, without success before (Which is why OpenGL is blocked when you connect it)

I presume this will work for tex2d mips as well?

I didn't try to manipulate tex2d mips yet so I didn't test the fix on it.

So, essentially, branch on SHADER_API_OPENGL and make sure to add #pragma glsl.

I'll try it in a bit! Currently working on getting all the features in now for the first beta release, will try and fix as many bugs as possible during the beta.

Answer
Fixed
This is now fixed in Beta 0.20 :)