아래 코드는 라디알 후처리를 처리하는 셰이더 코드입니다...
근데 이 코드가 노트4를 계속 죽이는 문제를 일으켰습니다...
#pragma vertex vert_img
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform half4 _MainTex_TexelSize;
uniform half _BlurStrength;
uniform half _BlurWidth;
uniform half _imgWidth;
uniform half _imgHeight;
half4 frag (v2f_img i) : COLOR
{
half4 color = tex2D(_MainTex, i.uv);
// some sample positions
half samples[10];
samples[0] = -0.08;
samples[1] = -0.05;
samples[2] = -0.03;
samples[3] = -0.02;
samples[4] = -0.01;
samples[5] = 0.01;
samples[6] = 0.02;
samples[7] = 0.03;
samples[8] = 0.05;
samples[9] = 0.08;
//vector to the middle of the screen
half2 dir = 0.5 * half2(_imgHeight,_imgWidth) - i.uv;
//distance to center
half dist = sqrt(dir.x*dir.x + dir.y*dir.y);
//normalize direction
dir = dir/dist;
//additional samples towards center of screen
half4 sum = color;
for(int n = 0; n < 10; n++)
{
sum += tex2D(_MainTex, i.uv + dir * samples[n] * _BlurWidth * _imgWidth);
}
//eleven samples...
sum *= 1.0/11.0;
//weighten blur depending on distance to screen center
/*
half t = dist * _BlurStrength / _imgWidth;
t = clamp(t, 0.0, 1.0);
*/
half t = saturate(dist * _BlurStrength);
//blend original with blur
return lerp(color, sum, t);
}
ENDCG
어느 부분에서 크래쉬를 일으켰을까...
바로 vert_img ~~~!!!
이 녀석이 노트4에서 앱을 죽이는 역할을 담당했네요...
이 코드를 아래와 같이 바꾸자 노트4 크래쉬가 해결됐습니다~~
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma exclude_renderers gles3 d3d11_9x xbox360 xboxone ps3 ps4 psp2
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
float4 _MainTex_ST;
uniform half4 _MainTex_TexelSize;
uniform half _BlurStrength;
uniform half _BlurWidth;
uniform half _imgWidth;
uniform half _imgHeight;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
half4 frag (v2f i) : COLOR
{
half4 color = tex2D(_MainTex, i.texcoord);
// some sample positions
half samples[10];
samples[0] = -0.08;
samples[1] = -0.05;
samples[2] = -0.03;
samples[3] = -0.02;
samples[4] = -0.01;
samples[5] = 0.01;
samples[6] = 0.02;
samples[7] = 0.03;
samples[8] = 0.05;
samples[9] = 0.08;
//vector to the middle of the screen
half2 dir = 0.5 * half2(_imgHeight,_imgWidth) - i.texcoord;
//distance to center
half dist = sqrt(dir.x*dir.x + dir.y*dir.y);
//normalize direction
dir = dir/dist;
//additional samples towards center of screen
half4 sum = color;
for(int n = 0; n < 10; n++)
{
sum += tex2D(_MainTex, i.texcoord + dir * samples[n] * _BlurWidth * _imgWidth);
}
//eleven samples...
sum *= 1.0/11.0;
//weighten blur depending on distance to screen center
/*
half t = dist * _BlurStrength / _imgWidth;
t = clamp(t, 0.0, 1.0);
*/
half t = saturate(dist * _BlurStrength);
//blend original with blur
return lerp(color, sum, t);
}
ENDCG
아.. 이 문제 때문에 정말 힘든 하루였음..ㅠㅠ
노트4에서는 절대 vert_img 가 들어간 셰이더를 사용하면 안됩니다!