Unity 2022.3.33f1
For some reason modifying MeshRenderer material shader SetVectorArray doesn't work on IOS, but it works on android and windows builds!!
I was working on Fog Of War, where I used SimpleFOW by Revision3 it's very simple FOW shader where it manipulates the alpha based on UVs vertices.
This is the FogOfWarShaderControl.cs script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace SimpleFOW
{
[RequireComponent(typeof(MeshRenderer))]
public class FogOfWarShaderControl : MonoBehaviour
{
public static FogOfWarShaderControl Instance { get; private set; }
[Header("Maximum amount of revealing points")]
[SerializeField] private uint maximumPoints = 512;
[Header("Game Camera")]
[SerializeField] private Camera mainCamera;
private List<Vector4> points = new List<Vector4>();
private Vector2 meshSize, meshExtents;
private Vector4[] sendBuffer;
private MeshRenderer meshRenderer;
private void Awake()
{
Instance = this;
Init();
}
// Initialize required variables
public void Init()
{
meshRenderer = GetComponent<MeshRenderer>();
meshExtents = meshRenderer.bounds.extents;
meshSize = meshRenderer.bounds.size;
points = new List<Vector4>();
sendBuffer = new Vector4[maximumPoints];
}
// Transform world point to UV coordinate of FOW mesh
public Vector2 WorldPointToMeshUV(Vector2 wp)
{
Vector2 toRet = Vector2.zero;
toRet.x = (transform.position.x - wp.x + meshExtents.x) / meshSize.x;
toRet.y = (transform.position.y - wp.y + meshExtents.y) / meshSize.y;
return toRet;
}
// Show or hide FOW
public void SetEnabled(bool on)
{
meshRenderer.enabled = on;
}
// Add revealing point to FOW renderer if amount of points is lower than MAX_POINTS
public void AddPoint(Vector2 worldPoint)
{
if (points.Count < maximumPoints)
{
points.Add(WorldPointToMeshUV(worldPoint));
}
}
// Remove FOW revealing point
public void RemovePoint(Vector2 worldPoint)
{
if (worldPoint == new Vector2(0, 0))
{
return;
}
if (points.Contains(WorldPointToMeshUV(worldPoint)))
{
points.Remove(WorldPointToMeshUV(worldPoint));
}
}
// Send any change to revealing point list to shader for rendering
public void SendPoints()
{
points.ToArray().CopyTo(sendBuffer, 0);
meshRenderer.material.SetVectorArray("_PointArray", sendBuffer);
meshRenderer.material.SetInt("_PointCount", points.Count);
}
// Send new range value to shader
public void SendRange(float range)
{
meshRenderer.material.SetFloat("_RadarRange", range);
}
// Send new scale value to shader
public void SendScale(float scale)
{
meshRenderer.material.SetFloat("_Scale", scale);
}
}
}
And this is the FogOfWar.shader
Shader "Revision3/FogOfWar"
{
Properties
{
_MainTex ("Texture", 2D) = "black" {}
_PointCount("Point count", Range(0,512)) = 0
_Scale("Scale", Float) = 1.0
_RadarRange("Range", Float) = .5
_MaxAlpha("Maximum Alpha", Float) = 1.0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _RadarRange;
uint _PointCount;
float _Scale;
float _MaxAlpha;
float2 _PointArray[512];
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float getDistance(float2 pa[512], float2 uv) {
float cdist = 99999.0;
for (uint i = 0; i < _PointCount; i++) {
cdist = min(cdist, distance(pa[i]*_Scale, uv));
}
return cdist;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
i.uv *= _Scale;
if (_PointCount > 0)
col.w = min(_MaxAlpha, max(0.0f, getDistance(_PointArray, i.uv) - _RadarRange));
else
col.w = _MaxAlpha;
return col;
}
ENDCG
}
}
}
Now I create a gameobject called FogOfWar as follows
And then in Unit.cs script and Building.cs script I add the following logic
private Vector3 lastPos;
private void Update()
{
if (lastPos != transform.position)
{
FogOfWarShaderControl.Instance.RemovePoint(lastPos);
FogOfWarShaderControl.Instance.AddPoint(transform.position);
lastPos = transform.position;
FogOfWarShaderControl.Instance.SendPoints();
}
}
Now this gives me the effect of FOW as follows on IOS
where the result should be as follows on other devices
I don't know what causes this to happen only on IOS devices.
The logic works fine on android/windows/Linux/editor but not IOS devices.
So why metal API doesn't support shader set vector array?!