I tried tiling texture coordinates on a quad in unity for some debugging.
On desktop it had no problems but on android(old tablet) I see inconsistency in texture coordinates(Image links below show the results).
As we go from 0.0,0.0 to 1.0,1.0 the texture coordinates keeps becoming inconsistent.
the inconsistency increases as the tiling values go up, Results in images are for 60,160.
my device's android version is 5.0 and GPU supports opengl es 2.0 not 3.0.
So I would like to know why is this happening on my tablet but not on my desktop ,would appreciate information about what is happening in the gpu that is causing it.
Shader I used-
Shader "Unlit/uvdisplay"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = fixed4(frac(i.uv*fixed2(60.0,160.0)),0.0,1.0);
return col;
}
ENDCG
}
}
}