![]() I think it is problem about ES2.0 emulation on ES3.0 devices. Target 2.0 causes black screen on ES3.0 devices such as Nexus7(2013), Xperia Z1, etc. "In my enviroment, Everything works fine with setting OpenGL ES version target to 3.0. Before this version, OpenGL was using a fixed pipeline and you may still find a lot of tutorials that still use this fixed pipeline. the use of shaders that allow to have direct access to the GPU. It is only broken with OpenGLES2, not with Vulkan. OpenGL has evolved over the years and a big change occurred in 2003 with the introduction of the dynamic pipeline (OpenGL 2.0), i.e. "I have the same problem, with Unity 2019.1.9f1. I'm using simple shader: Shader "Hidden/Pixelation"įloat2 blockPos = floor(i.uv * BlockCount) įloat2 blockCenter = blockPos * BlockSize + BlockSize * 0.5 įloat4 tex = tex2D(_MainTex, blockCenter) OpenGL ES2.0 + OpenGL ES3.0 + Vulkan - works flawlessly on OpenGL ES2.0, but does not on OpenGL ES3.2 anymore, until I disable shader OpenGL ES3.0 + Vulkan - works flawlessly on OpenGL ES3.2 device, can't test on OpenGL ES2.0 device obviously Building with OpenGL ES2.0 support makes shader unusable - scene is not rendered correctly on OpenGl ES3.0 device (Android).
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