Chroma Shader not working properly on iOS

Update: This has been fixed in Unity 5.3.

I wrote Chroma Shader for Sprites. Its based on the Unity buildin shader Sprites-Diffuse Shader, which you can download here

I added a texture to display the second color and color property.

The shader works great on Windows / Android devices. But on iOS, the chrome card seems to have an offset.

I appreciate every hint.


MainTexture (Actually a white circle on transparency;)) Maintexture


ChromaMap ChromaMap


Result

_Color = Black _ChromaColor = Orange 

Android Result on Windows / Android IOS Result in iOS


Shader

 Shader "Sprites/Chroma" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _ChromaTex ("Chroma Map", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _ChromaColor ("ChromaColor", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ PIXELSNAP_ON #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; }; fixed4 _Color; fixed4 _ChromaColor; v2f vert(appdata_t IN) { v2f OUT; OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap (OUT.vertex); #endif return OUT; } sampler2D _MainTex; sampler2D _ChromaTex; sampler2D _AlphaTex; float _AlphaSplitEnabled; fixed4 SampleSpriteTexture (float2 uv) { fixed4 color = tex2D (_MainTex, uv); if (_AlphaSplitEnabled) color.a = tex2D (_AlphaTex, uv).r; return color; } fixed4 frag(v2f IN) : SV_Target { fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color; fixed chroma = tex2D (_ChromaTex, (IN.texcoord)).a; c.rgb = lerp(c.rgb,_ChromaColor.rgb,chroma); c.rgb *= ca; return c; } ENDCG } } } 
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