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pixelrenderunity3d's Issues

Errors to compile android

Hi!
When Compiling for android launches two errors and gameobjects using the shader are black. I'm using the 5.4 unity version.
I tried to fix it, but I have not been lucky.

Errors:

  1. Shader error in 'kode80/PixelRender/PixelArtShader': 'vertex' : no such field in structure; 'mul' : cannot resolve function call unambiguously (check parameter types) at line 109 (on gles)
  2. Shader error in 'kode80/PixelRender/PixelArtShader': invalid subscript 'vertex' 'mul': no matching 2 parameter intrinsic function; Possible intrinsic functions are: mul(float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint, float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint) mul(float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint, floatK|halfK|doubleK|min10floatK|min16floatK|intK|uintK|min12intK|min16intK|min16uintK) mul(float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint, floatLxK|halfLxK|doubleLxK|min10floatLxK|min16floatLxK|intLxK|uintLxK|min12intLxK|min16intLxK|min16uintLxK) mul(floatM|halfM|doubleM|min10floatM|min16floatM|intM|uintM|min12intM|min16intM|min16uintM, float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint) mul(floatM|halfM|doubleM|min10floatM|min16floatM|intM|uintM|min12intM|min16intM|min16uintM, floatM|halfM|doubleM|min10floatM|min16floatM|intM|uintM|min12intM|min16intM|min16uintM) mul(floatM|halfM|doubleM|min10floatM|min16floatM|intM|uintM|min12intM|min16intM|min16uintM, floatMxK|halfMxK|doubleMxK|min10floatMxK|min16floatMxK|intMxK|uintMxK|min12intMxK|min16intMxK|min16uintMxK) mul(floatNxM|halfNxM|doubleNxM|min10floatNxM|min16floatNxM|intNxM|uintNxM|min12intNxM|min16intNxM|min16uintNxM, float|half|double|min10float|min16float|int|uint|min12int|min16int|min16uint) mul(floatNxM|halfNxM|doubleNxM|min10floatNxM|min16floatNxM|intNxM|uintNxM|min12intNxM|min16intNxM|min16uintNxM, floatM|halfM|doubleM|min10floatM|min16floatM|intM|uintM|min12intM|min16intM|min16uintM) mul(floatNxM|halfNxM|doubleNxM|min10floatNxM|min16floatNxM|intNxM|uintNxM|min12intNxM|min16intNxM|min16uintNxM, floatMxK|halfMxK|doubleMxK|min10floatMxK|min16floatMxK|intMxK|uintMxK|min12intMxK|min16intMxK|min16uintMxK) at line 109 (on gles3)

Shader warning in 'kode80/PixelRender/PixelArtShader' in Unity 5.3.5f1

After initial import into a Unity 5.3.5f1 project, the following warning appears:

Shader warning in 'kode80/PixelRender/PixelArtShader': Output value 'vert' is not completely initialized at line 82 (on d3d11)

Compiling Vertex program with DIRECTIONAL SHADOWS_OFF LIGHTMAP_OFF DIRLIGHTMAP_OFF DYNAMICLIGHTMAP_OFF
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING

Adding UNITY_INITIALIZE_OUTPUT(v2f, o); after line 84, appears to resolve the issue. Lines 84 - 86 end up looking like this:

                v2f o;
                UNITY_INITIALIZE_OUTPUT(v2f, o);
                o.pos = mul(UNITY_MATRIX_MVP, v.pos);

(Interestingly, it seems that once the warning has cleared, the newly introduced line can be removed.)

Commercial License?

I know this probably isn't the right place for this, but you're pretty hard to track down otherwise. It seems the ability to purchase a commercial License for this product has been removed from your website. Is that still an option? How might one go about that? You have a lot of outstanding work, and deserve support!

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