A0.09 (Mac) Can't compile Seamless Mip Blur
I get this in the log..
Updating Assets/ShaderForge/Example Assets/Shaders/SeamlessMipBlur.shader - GUID: 54c0b60b9782f6048a8efdbc78808a65...
done. [Time: 1131.326660 ms]
Shader warning in 'Shader Forge/NewShader': GLSL vertex shader: 379: ERROR: 'constructor' : too many arguments at line 27
(Filename: Refraction Line: 27)
Shader warning in 'Shader Forge/NewShader': GLSL vertex shader: 387: ERROR: 'constructor' : too many arguments at line 106
(Filename: Refraction Line: 106)
Shader warning in 'Shader Forge/NewShader': GLSL vertex shader: 391: ERROR: 'constructor' : too many arguments at line 106
(Filename: Refraction Line: 106)
Shader warning in 'Shader Forge/NewShader': GLSL vertex shader: 392: ERROR: 'constructor' : too many arguments at line 106
(Filename: Refraction Line: 106)
Shader warning in 'Shader Forge/NewShader': GLSL vertex shader: 400: ERROR: 'constructor' : too many arguments at line 106
(Filename: Refraction Line: 106)
Is it because of this line?
#pragmaexclude_renderersflashglesxbox360ps3opengl
How come you are excluding so many platforms?
Vasta
Ah I see, its this one
tex2Dlod
Shader error in 'Shader Forge/Seamless MIP Blur': Program 'frag', function "tex2Dlod" not supported in this profile (maybe you want #pragma glsl?) at line 124
Keywords: DIRECTIONAL, SHADOWS_OFF
I added #pragma glsl in the 2nd pass but all I get is a black box now :(
What profile are you rendering with? Which platform is Unity set to?
Oh, actually, it shouldn't exclude opengl! Just remove that from the exclude list, and it should work. I'll get this fixed for 0.10
This is probably due to mistakenly excluding opengl from the renderers
This is probably due to mistakenly excluding opengl from the renderers
Edit: Looks like Open GL simply doesn't support Tex2Dlod :/
Hmm, I took out the OpenGL exclude and added #pragma GLSL to both passes and now I get this :)
This is with Unity set to iOS (with and without emulation) and set to Desktop (MacOSX).
Updating Assets/ShaderForge/Example Assets/Shaders/SeamlessMipBlur.shader - GUID: 54c0b60b9782f6048a8efdbc78808a65...
done. [Time: 2186.453857 ms]
Shader warning in 'Shader Forge/NewShader': GLSL vertex shader: 379: ERROR: 'constructor' : too many arguments at line 27
(Filename: Refraction Line: 27)
Shader warning in 'Shader Forge/NewShader': GLSL vertex shader: 387: ERROR: 'constructor' : too many arguments at line 106
(Filename: Refraction Line: 106)
Shader warning in 'Shader Forge/NewShader': GLSL vertex shader: 391: ERROR: 'constructor' : too many arguments at line 106
(Filename: Refraction Line: 106)
Shader warning in 'Shader Forge/NewShader': GLSL vertex shader: 392: ERROR: 'constructor' : too many arguments at line 106
(Filename: Refraction Line: 106)
Shader warning in 'Shader Forge/NewShader': GLSL vertex shader: 400: ERROR: 'constructor' : too many arguments at line 106
(Filename: Refraction Line: 106)
This is probably due to mistakenly excluding opengl from the renderers
Edit: Looks like Open GL simply doesn't support Tex2Dlod :/
Edit2: Closing this! OpenGL only support tex2Dlod in the vertex shader, not the fragment shader, but that's another topic :)
Customer support service by UserEcho
This is probably due to mistakenly excluding opengl from the renderers
Edit: Looks like Open GL simply doesn't support Tex2Dlod :/
Edit2: Closing this! OpenGL only support tex2Dlod in the vertex shader, not the fragment shader, but that's another topic :)