Did the shader property names have an underscore in SF as well? (I which case the internal name on the right of the property nodes, should show a double-underscore)
I named it _MainTex to match unity's naming convention for the main texture. I thought I would have to do this for the diffuse fallback so it would know the texture to use?
I have done some testing and it is very strange....
in 0.27 the there is the following code:
Properties {
__MainTex ("_MainTex", 2D) = "white" {}
__BlendTex ("_BlendTex", 2D) = "white" {}
__SplatTex ("_SplatTex", 2D) = "black" {}
__Color ("_Color", Color) = (0.5,0.5,0.5,1)
}
uniform sampler2D __MainTex; uniform float4 __MainTex_ST;
uniform sampler2D __BlendTex; uniform float4 __BlendTex_ST;
uniform sampler2D __SplatTex; uniform float4 __SplatTex_ST;
uniform float4 __Color;
in 0.25 the same code is:
Properties {
_MainTex ("_MainTex", 2D) = "white" {}
_BlendTex ("_BlendTex", 2D) = "white" {}
_SplatTex ("_SplatTex", 2D) = "black" {}
_Color ("_Color", Color) = (0.5,0.5,0.5,1)
}
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform sampler2D _BlendTex; uniform float4 _BlendTex_ST;
uniform sampler2D _SplatTex; uniform float4 _SplatTex_ST;
uniform float4 _Color;
Notice the single _ in 0.25.
In 0.27 all the variable names which had a single _ in 0.25 now have a double __ instead.
This is the only difference I can see.
If i go into 0.27 and replace all __ for _ it works fine on android?
I hope this make sense?
I can send you both shaders if you like to see for yourself?
Andrew
Removing it should fix the issue, though you may have to re-assign all material parameters again
I thought I would have to do this for the diffuse fallback so it would know the texture to use?
Very strange how this problem only effects Android not PC ;-)
Thanks for your help.