我正在爲三星電視製作應用程序,使用Unitys build> Samsung TV。在三星電視上顯示爲粉紅色的材料
我有一堆原始框,我已經將材質mainTexture更改爲圖集,並將MeshFilters uv更改爲PackTextures方法中給定的uv。
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;
它看起來在編輯器中所有好的和罰款,但是,每當我一個三星電視上測試,箱子都是粉紅色的(就好像它們是破着色器)。
在將mainTexture編輯爲地圖集紋理之前,我使用了統一標準uv。這工作,但我的紋理是四面八方,而不是我的地圖集現在處理它。這就是爲什麼我認爲這可能與此有關。
在我試圖圍繞這個錯誤包裹我的頭時,我也嘗試了一堆不同的着色器,沒有不同的結果。
三星電視不支持這種紋理實現嗎?
三星電視日誌:
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
編輯: 做一些進一步的挖掘後,我想我的問題有所涉及: Textures loads in editor but not in standalone (appears pink) 我沒有完全得到解決,雖然。選擇preloded着色器時,我沒有選擇。此外,我使用標準着色器,所以我不認爲這會是一個問題。
編輯2: 好了,經過一些調查研究,我碰到這個帖子:http://answers.unity3d.com/questions/939160/getting-pink-textures-in-build.html 看來我要我的着色器(不亮/紋理)添加到總是包含着色器。然而,這只是將盒子變成白色而不是粉紅色。正如Legacy/Diffuse所做的那樣,因爲它也包含在始終包含的着色器中。
三星年份是什麼年份?型號是多少? – Programmer
測試15和16型號。 – Sundanian