在三星电视上,修改材料显示为粉红色
本文关键字:材料 显示 粉红色 修改 三星 电视 | 更新日期: 2023-09-27 18:08:10
我正在为三星电视制作一个应用程序,使用unity构建>三星电视。
我有一堆原始的盒子,我已经改变了材料mainTexture到一个地图集和网格过滤器uv到给定的uv从PackTextures方法。
Texture2D[] allCubeTextures = new Texture2D[] { app.GetComponentInChildren<Image>().mainTexture as Texture2D, Resources.Load<Texture2D>("Black"), Resources.Load<Texture2D>("Black"), Resources.Load<Texture2D>("Black"), Resources.Load<Texture2D>("Black"), Resources.Load<Texture2D>("Black") };
Texture2D textureAtlas = new Texture2D(2, 2);
Rect[] atlasUvs = textureAtlas.PackTextures(allCubeTextures, 200);
icon.GetComponent<Renderer>().material.mainTexture = textureAtlas;
Vector2[] uv = new Vector2[6 * 4];
for (int i = 0; i < atlasUvs.Length; i++)
{
int j = i * 4;
uv[j] = new Vector2(atlasUvs[i].xMin, atlasUvs[i].yMin);
uv[j + 1] = new Vector2(atlasUvs[i].xMax, atlasUvs[i].yMin);
uv[j + 2] = new Vector2(atlasUvs[i].xMin, atlasUvs[i].yMax);
uv[j + 3] = new Vector2(atlasUvs[i].xMax, atlasUvs[i].yMax);
}
Mesh mesh = icon.GetComponent<MeshFilter>().mesh;
mesh.uv = uv;
在编辑器中看起来都很好,但是,每当我在三星电视上测试时,盒子都是粉红色的(好像它们是坏的着色器)。
在将mainTexture编辑为atlas纹理之前,我使用了unity的标准uv。这是有效的,但我的纹理是在所有方面,而不是我的地图集现在处理它。这就是为什么我认为它可能与那个有关。
在我试图把我的头围绕这个错误,我也尝试了一堆不同的着色器,没有不同的结果。
只是三星电视不支持我的纹理实现吗?
三星电视日志:
Game_Main:209] GPlayer PFM Ver : (1001)
Failed to create random directory /tmp/pulseaudio/pulse-XswsA4ySxtTi: Permission denied
Mono path[0] = '/opt/storage/usb/sda1/f0caae903700866889117406a674369e6e82bef3/resources/Data/Managed'
Mono config path = '/opt/storage/usb/sda1/f0caae903700866889117406a674369e6e82bef3/resources/Data/Managed'
using 32 bit
using 24 bit depth
Renderer:
Vendor: ARM
Version: OpenGL ES 2.0
GLES: 2
GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_compressed_ETC1_RGB8_texture GL_EXT_compressed_ETC1_RGB8_sub_texture GL_OES_standard_derivatives GL_OES_EGL_image GL_OES_depth24 GL_ARM_rgba8 GL_ARM_mali_shader_binary GL_OES_depth_texture GL_OES_packed_depth_stencil GL_EXT_texture_format_BGRA8888 GL_OES_vertex_half_float GL_EXT_blend_minmax GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_rgb8_rgba8 GL_EXT_multisampled_render_to_texture GL_EXT_discard_framebuffer GL_OES_get_program_binary GL_ARM_mali_program_binary GL_EXT_shader_texture_lod GL_EXT_robustness GL_OES_depth_texture_cube_map GL_KHR_debug GL_ARM_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil GL_OES_mapbuffer
OPENGL LOG: Creating OpenGL ES 2.0 graphics device ; Context level <OpenGL ES 2.0> ; Context handle 1073741825
Initialize engine version: 5.4.1f1 (649f48bbbf0f)
Failed to create random directory /tmp/pulseaudio/pulse-Ivi10nSJCUJP: Permission denied
Failed to create random directory /tmp/pulseaudio/pulse-YonkWqDHH005: Permission denied
Not enough permissions to set priority (must be root)Begin MonoManager ReloadAssembly
Platform assembly: /opt/storage/usb/sda1/f0caae903700866889117406a674369e6e82bef3/resources/Data/Managed/UnityEngine.dll (this message is harmless)
Loading /opt/storage/usb/sda1/f0caae903700866889117406a674369e6e82bef3/resources/Data/Managed/UnityEngine.dll into Unity Child Domain
Non platform assembly: /opt/storage/usb/sda1/f0caae903700866889117406a674369e6e82bef3/resources/Data/Managed/User/Assembly-CSharp.dll (this message is harmless)
Loading /opt/storage/usb/sda1/f0caae903700866889117406a674369e6e82bef3/resources/Data/Managed/User/Assembly-CSharp.dll into Unity Child Domain
Non platform assembly: /opt/storage/usb/sda1/f0caae903700866889117406a674369e6e82bef3/resources/Data/Managed/User/UnityEngine.UI.dll (this message is harmless)
Loading /opt/storage/usb/sda1/f0caae903700866889117406a674369e6e82bef3/resources/Data/Managed/User/UnityEngine.UI.dll into Unity Child Domain
Non platform assembly: /opt/storage/usb/sda1/f0caae903700866889117406a674369e6e82bef3/resources/Data/Managed/User/UnityEngine.Networking.dll (this message is harmless)
Loading /opt/storage/usb/sda1/f0caae903700866889117406a674369e6e82bef3/resources/Data/Managed/User/UnityEngine.Networking.dll into Unity Child Domain
- Completed reload, in 0.133 seconds
Platform assembly: /opt/storage/usb/sda1/f0caae903700866889117406a674369e6e82bef3/resources/Data/Managed/System.Core.dll (this message is harmless)
Platform assembly: /opt/storage/usb/sda1/f0caae903700866889117406a674369e6e82bef3/resources/Data/Managed/System.dll (this message is harmless)
-------- Shader compilation failed
#version 100
#extension GL_EXT_frag_depth : enable
precision mediump float;
uniform highp vec4 _ProjectionParams;
uniform highp vec4 _ZBufferParams;
uniform highp mat4 unity_CameraToWorld;
uniform highp mat4 _NonJitteredVP;
uniform highp mat4 _PreviousVP;
uniform highp sampler2D _CameraDepthTexture;
varying highp vec2 xlv_TEXCOORD0;
varying highp vec3 xlv_TEXCOORD1;
void main ()
{
highp vec4 tmpvar_1;
tmpvar_1 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0);
mediump vec2 tmpvar_2;
highp vec4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/((
(_ZBufferParams.x * tmpvar_1.x)
+ _ZBufferParams.y))));
highp vec4 tmpvar_4;
tmpvar_4 = (unity_CameraToWorld * tmpvar_3);
highp vec4 tmpvar_5;
tmpvar_5 = (_PreviousVP * tmpvar_4);
highp vec4 tmpvar_6;
tmpvar_6 = (_NonJitteredVP * tmpvar_4);
highp vec2 tmpvar_7;
tmpvar_7 = (((tmpvar_5.xy / tmpvar_5.w) + 1.0) / 2.0);
highp vec2 tmpvar_8;
tmpvar_8 = (((tmpvar_6.xy / tmpvar_6.w) + 1.0) / 2.0);
tmpvar_2 = (tmpvar_8 - tmpvar_7);
mediump vec4 tmpvar_9;
tmpvar_9.zw = vec2(0.0, 1.0);
tmpvar_9.xy = tmpvar_2;
gl_FragDepthEXT = tmpvar_1.x;
gl_FragData[0] = tmpvar_9;
}
-------- failed compiling:
fragment evaluation shader
0:4: P0003: Extension 'GL_EXT_frag_depth' not supported
0:6: P0004: High precision not supported, instead compiling high precision as medium precision
0:38: L0002: Undeclared variable 'gl_FragDepthEXT'
Note: Creation of internal variant of shader 'Hidden/Internal-MotionVectors' failed.
WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Setting to default shader.
UnloadTime: 4.557000 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0)
Unloading 8 unused Assets to reduce memory usage. Loaded Objects now: 844.
Total: 4.570000 ms (FindLiveObjects: 0.397000 ms CreateObjectMapping: 0.061000 ms MarkObjects: 3.410000 ms DeleteObjects: 0.691000 ms)
Unloading 2 Unused Serialized files (Serialized files now loaded: 0)
Unloading 94 unused Assets to reduce memory usage. Loaded Objects now: 1056.
Total: 16.380001 ms (FindLiveObjects: 0.444000 ms CreateObjectMapping: 0.075000 ms MarkObjects: 3.665000 ms DeleteObjects: 12.190001 ms)
[UnityLauncher] Stop Game
编辑:在做了一些进一步的挖掘之后,我认为我的问题与:纹理在编辑器中加载,但在独立中不加载(显示为粉红色)但我不太明白。在选择预加载着色器时,我没有选项。此外,我使用标准着色器,所以我不认为这将是一个问题。
编辑2:好吧,在做了更多的研究之后,我发现了这个帖子:http://answers.unity3d.com/questions/939160/getting-pink-textures-in-build.html似乎我必须添加我的着色器(Unlit/Texture)到始终包含的着色器。然而,这只会把盒子变成白色而不是粉红色。就像遗产/漫射一样,因为它也总是包含在着色器中。
我注意到SamsungTV日志中的一行:-------- Shader compilation failed
你的着色器编译失败,所以粉红色的东西是一个预期的行为。
shader可以在设备上编译和运行良好,但在其他设备上则失败。这是正常的。如果你使用的是内置的标准着色器,请向Unit报告错误,否则在你的着色器中包含一个支持三星电视设备的SubShader。
注意这部分:
fragment evaluation shader
0:4: P0003: Extension 'GL_EXT_frag_depth' not supported
0:6: P0004: High precision not supported, instead compiling high precision as medium precision
0:38: L0002: Undeclared variable 'gl_FragDepthEXT'
Note: Creation of internal variant of shader 'Hidden/Internal-MotionVectors' failed.
WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Setting to default shader.
从我可以看到,你的着色器使用一个不支持的库称为GL_EXT_frag_depth
,导致变量gl_FragDepthEXT
的类型未声明。
好了,我找到解决办法了。
如编辑1中的链接所写,我必须在编辑>项目设置>图形下的"始终包含的着色器"中包含着色器。然后我必须将ShaderVariant保存到我的assets文件夹中,并将该变体添加到"Shader Preloading"中。