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sigbuserror

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  1. sigbuserror

    Polybrush and iOS build target

    Just in case someone else is running into this issue, the shader above works on iOS as long as you remove the Metal exclude flags. Didn't see that for a while!
  2. sigbuserror

    Polybrush and iOS build target

    Ahh yeah I mean the Polybrush Standard Texture Blend Shader Glad you are getting a device!
  3. sigbuserror

    Polybrush and iOS build target

    Are there plans to support iOS using the regular shader at some point?
  4. sigbuserror

    Polybrush and iOS build target

    Yeah, finally got a build on device and connect to xcode. I am getting this error: Unloading 6 Unused Serialized files (Serialized files now loaded: 0) WARNING: Shader Unsupported: 'Polybrush/Texture Blend (Mobile)' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Polybrush/Texture Blend (Mobile)' - Pass 'FORWARD_DELTA' has no vertex shader WARNING: Shader Unsupported: 'Polybrush/Texture Blend (Mobile)' - All passes removed UnloadTime: 3.637541 ms
  5. sigbuserror

    Polybrush and iOS build target

    Ahh I understand now, the thing that confused me was that I hadn't used the tinting at all on the object but it must have been the data from the other channels since the original shader has more texture slots. Now I can see and edit the geo in Unity Editor but the geometry just displays as black on actual iOS devices.
  6. sigbuserror

    Polybrush and iOS build target

    After changing to that new shader I am seeing a texture on the geo, but it is drawing the painted vert colors over the textures themselves. Strangely I wasn't seeing any error for the other shader before. To be clear, I am seeing these changes in the Editor before ever deploying to device.
  7. I recently got PolyBrush to try out on our project and while everything was working fine when targeting a Mac build once switching to iOS anything painted with the tool appears black. Switching back to Mac fixes the issue but it makes the tool basically useless for us. This is using the Standard Texture Blend shader as well. Any ideas?
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