Why i don't see the Shield around my spaceship? - c#

I'm using unity version 5.6.1f1 Personal.
I'm trying to use this shader code and csharp script from wiki page:
Shield
In the editor i did: Assets > Create > Shader > Standrad Surface Shader
The double click on the created shader opened it in visual studio and added this code:
Shader "Custom/NewSurfaceShader" {
Properties
{
_Color("_Color", Color) = (0.0,1.0,0.0,1.0)
_Inside("_Inside", Range(0.0,2.0)) = 0.0
_Rim("_Rim", Range(0.0,1.0)) = 1.2
_Texture("_Texture", 2D) = "white" {}
_Speed("_Speed", Range(0.5,5.0)) = 0.5
_Tile("_Tile", Range(1.0,10.0)) = 5.0
_Strength("_Strength", Range(0.0,5.0)) = 1.5
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Cull Back
ZWrite On
ZTest LEqual
CGPROGRAM
#pragma surface surf BlinnPhongEditor alpha vertex:vert
//#pragma target 3.0
fixed4 _Color;
sampler2D _CameraDepthTexture;
fixed _Inside;
fixed _Rim;
sampler2D _Texture;
fixed _Speed;
fixed _Tile;
fixed _Strength;
struct EditorSurfaceOutput
{
half3 Albedo;
half3 Normal;
half3 Emission;
half3 Gloss;
half Specular;
half Alpha;
};
inline half4 LightingBlinnPhongEditor_PrePass(EditorSurfaceOutput s, half4 light)
{
half3 spec = light.a * s.Gloss;
half4 c;
c.rgb = (s.Albedo * light.rgb + light.rgb * spec);
c.a = s.Alpha + Luminance(spec);
return c;
}
inline half4 LightingBlinnPhongEditor(EditorSurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
{
viewDir = normalize(viewDir);
half3 h = normalize(lightDir + viewDir);
half diff = max(0, dot(s.Normal, lightDir));
float nh = max(0, dot(s.Normal, h));
float3 spec = pow(nh, s.Specular*128.0) * s.Gloss;
half4 res;
res.rgb = _LightColor0.rgb * (diff * atten * 2.0);
res.w = spec * Luminance(_LightColor0.rgb);
return LightingBlinnPhongEditor_PrePass(s, res);
}
struct Input
{
float4 screenPos;
float3 viewDir;
float2 uv_Texture;
};
void vert(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
}
void surf(Input IN, inout EditorSurfaceOutput o)
{
o.Albedo = fixed3(0.0,0.0,0.0);
o.Normal = fixed3(0.0,0.0,1.0);
o.Emission = 0.0;
o.Gloss = 0.0;
o.Specular = 0.0;
o.Alpha = 1.0;
float4 ScreenDepthDiff0 = LinearEyeDepth(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(IN.screenPos)).r) - IN.screenPos.z;
float4 Saturate0 = fixed4(0.3,0.3,0.3,1.0);//
float4 Fresnel0_1_NoInput = fixed4(0,0,1,1);
float dNorm = 1.0 - dot(normalize(float4(IN.viewDir, 1.0).xyz), normalize(Fresnel0_1_NoInput.xyz));
float4 Fresnel0 = float4(dNorm,dNorm,dNorm,dNorm);
float4 Step0 = step(Fresnel0,float4(1.0, 1.0, 1.0, 1.0));
float4 Clamp0 = clamp(Step0,_Inside.xxxx,float4(1.0, 1.0, 1.0, 1.0));
float4 Pow0 = pow(Fresnel0,(_Rim).xxxx);
float4 Multiply5 = _Time * _Speed.xxxx;
float4 UV_Pan0 = float4((IN.uv_Texture.xyxy).x,(IN.uv_Texture.xyxy).y + Multiply5.x,(IN.uv_Texture.xyxy).z,(IN.uv_Texture.xyxy).w);
float4 Multiply1 = UV_Pan0 * _Tile.xxxx;
float4 Tex2D0 = tex2D(_Texture,Multiply1.xy);
float4 Multiply2 = Tex2D0 * _Strength.xxxx;
float4 Multiply0 = Pow0 * Multiply2;
float4 Multiply3 = Clamp0 * Multiply0;
float4 Multiply4 = Saturate0 * Multiply3;
o.Emission = Multiply3.xyz * _Color.rgb;
o.Alpha = Multiply3.w * _Color.a;
}
ENDCG
}
Fallback "Diffuse"
}
Then created a csharp script file:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShieldUvAnimation : MonoBehaviour {
public GameObject iShield;
public float iSpeed;
private Material mMaterial;
private float mTime;
// Use this for initialization
void Start()
{
mMaterial = iShield.GetComponent<Renderer>().material;
mTime = 0.0f;
}
// Update is called once per frame
void Update()
{
mTime += Time.deltaTime * iSpeed;
mMaterial.SetFloat("_Offset", Mathf.Repeat(mTime, 1.0f));
}
}
Then i created a material new material and dragged the shader to the material.
Then created a new empty GameObject.
Then attached the csharp script to the new empty GameObject.
Now the first problem i had is that i could not drag the new material to the empty GameObject. So i changed the csharp script i changed the line:
private Material mMaterial;
To be public
public Material mMaterial;
And removed the line in the Start:
mMaterial = iShield.GetComponent<Renderer>().material;
Then i dragged the new material to the public mMaterial.
Last i dragged my spaceship object to the iShield.
I changed the iSpeed to 1.
Running the game i'm not getting any errors or exceptions but i don't see any shield.

Your shader doesn't have property "_Offset".
Script "ShieldUvAnimation" will work with "ShaderLab - ForceField.shader".
Your link shield

Related

Unity Built-In Renderer Volumetric Rendering Shader Problem

So I tried to create an unlit shader in unity using the built-in render pipeline and blit it to the screen using the function: OnRenderImage(RenderTexture src, RenderTexture dest) in my C# code. I have been kind of loosely following this video:
(https://www.youtube.com/watch?v=DxfEbulyFcY&t=1138s)
among other things because my goal is to create a volumetric atmosphere shader. However, I seem to have multiple problems.
The shader draws an oval shape, not a sphere (I suspect that this has something to do with the aspect ratio of the window, it's still not welcome though)
The "sphere" is only drawn when the camera is at a certain angle or position. Meaning that if I tried to look at it from the back that it would just disappear
The position seems to be way off from what the position and radius of the volume sphere seems too not be correct
I have done my best to read up and do my research on volumetric rendering, but I still don't quite understand what's going on here.
C# code (Attached to camera)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode, ImageEffectAllowedInSceneView]
public class ImageEffectManager : MonoBehaviour
{
public Shader effectShader;
public Transform volume;
Material mat;
private void OnRenderImage(RenderTexture src, RenderTexture dest)
{
if (mat == null && effectShader != null)
{
mat = new Material(effectShader);
}
//Set shader properties here:
mat.SetVector("_SphereCenter", volume.position);
mat.SetFloat("_SphereRadius", volume.GetComponent<SphereCollider>().radius);
//Draw the shader to the screen
Graphics.Blit(src, dest, mat);
}
}
HLSL Shader (goes into property effectShader)
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '\_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/ImageEffectTest"
{
Properties
{
\_MainTex ("Texture", 2D) = "white" {}
\_SphereCenter ("Sphere Center", Vector) = (0, 0, 0, 0) // editor's note: I dont know why the '\' got put at the beginning of each property when I copy+pasted the code, but I guess it's there now.
\_SphereRadius ("Sphere Radius", Float) = 1
}
SubShader
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Opaque" }
Blend One Zero
Cull Off Lighting Off ZWrite Off
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float3 _SphereCenter;
float _SphereRadius;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
return o;
}
float2 raySphere(float3 sphereCenter, float sphereRadius, float3 rayOrigin, float3 rayDir)
{
float3 offset = rayOrigin - sphereCenter;
float a = 1;
float b = 2 * dot(offset, rayDir);
float c = dot(offset, offset) - sphereRadius * sphereRadius;
float d = b * b - 4 * a * c;
if (d > 0)
{
float s = sqrt(d);
float dstToSphereNear = max(0, (-b - s) / (2 * a));
float dstToSphereFar = (-b + s) / (2 * a);
if (dstToSphereFar >= 0)
{
return float2(dstToSphereNear, dstToSphereFar - dstToSphereNear);
}
}
return float2(3.402823466e+38, 0);
}
float4 frag (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
float3 rayOrigin = _WorldSpaceCameraPos;
float3 rayDir = normalize(i.worldPos - _WorldSpaceCameraPos);
float2 hitInfo = raySphere(_SphereCenter, _SphereRadius, rayOrigin, rayDir);
float dstToAtmosphere = hitInfo.x;
float dstThroughAtmosphere = hitInfo.y;
return dstThroughAtmosphere / (_SphereRadius * 2);
}
ENDCG
}
}
}
Here's what I was trying to describe above
Here's an unlisted video I uploaded to make it easier to understand what's happening
I tried to switch some operators in the shader code, some macros, along with double-checking my work across some different sources such as this pretty helpful article: (https://www.alanzucconi.com/2016/07/01/volumetric-rendering/)
However, none of these made any kind of significant difference on the result that I was getting, so I finally decided to make this post.

My shader works on desktop but the screen goes black on Android

You can find the shader code below. I did this as an "image effect shader" in Unity. Then I apply it to my camera along with the C# script (below the shader). Looks great on desktop but on Android it just makes the screen black. I'm probably using something that doesn't work on Android, maybe someone could point me in the right direction for fixing it?
//#<!--
//# CRT-simple shader
//#
//# Copyright (C) 2011 DOLLS. Based on cgwg's CRT shader.
//#
//# Modified by fontmas: 2015-03-06
//#
//# This program is free software; you can redistribute it and/or modify it
//# under the terms of the GNU General Public License as published by the Free
//# Software Foundation; either version 2 of the License, or (at your option)
//# any later version.
//# -->
Shader "Custom/CRT"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
#define CURVATURE
#pragma target 3.0
#define PI 3.141592653589
uniform sampler2D _MainTex;
uniform float2 _InputSize;
uniform float2 _OutputSize;
uniform float2 _TextureSize;
uniform float2 _One;
uniform float2 _Texcoord;
uniform float _Factor;
uniform float _Distortion = 0.1f; // 0.1f
uniform float _Gamma = 1.0f; // 1.0f
uniform float _curvatureSet1 = 0.5f; // 0.5f
uniform float _curvatureSet2 = 0.5f; // 0.5f
uniform float _YExtra = 0.5f; // 0.5f;
uniform float _rgb1R = 1.0f; // 1.0f
uniform float _rgb1G = 1.0f; // 1.0f
uniform float _rgb1B = 1.0f; // 1.0f
uniform float _rgb2R = 1.0f; // 1.0f
uniform float _rgb2G = 1.0f; // 1.0f
uniform float _rgb2B = 1.0f; // 1.0f
uniform float _dotWeight = 2.0f; // 2.0f
float2 RadialDistortion(float2 coord)
{
coord *= _TextureSize / _InputSize;
float2 cc = coord - _curvatureSet1;
float dist = dot(cc, cc) * _Distortion;
return (coord + cc * (_curvatureSet2 + dist) * dist) * _InputSize / _TextureSize;
}
float4 ScanlineWeights(float distance, float4 color)
{
float4 width = 2.0f + 2.0f * pow(color, float4(4.0f, 4.0f, 4.0f, 4.0f));
float4 weights = float4(distance / 0.5f, distance / 0.5f, distance / 0.5f, distance / 0.5f);
return 1.4f * exp(-pow(weights * rsqrt(0.5f * width), width)) / (0.3f + 0.2f * width);
}
float4 frag(v2f_img i) : COLOR
{
_Texcoord = i.uv;
_One = 1.0f / _TextureSize;
_OutputSize = _TextureSize;
_InputSize = _TextureSize;
_Factor = _Texcoord.x * _TextureSize.x * _OutputSize.x / _InputSize.x;
//float4 ScreenGamma = pow(tex2D(_MainTex, _Texcoord), _Gamma);
#ifdef CURVATURE
float2 xy = RadialDistortion(_Texcoord);
#else
float2 xy = _Texcoord;
#endif
float2 ratio = xy * _TextureSize - float2(0.5f, 0.5f);
float2 uvratio = frac(ratio);
xy.y = (floor(ratio.y) + _YExtra) / _TextureSize;
float4 col = tex2D(_MainTex, xy);
float4 col2 = tex2D(_MainTex, xy + float2(0.0f, _One.y));
float4 weights = ScanlineWeights(uvratio.y, col);
float4 weights2 = ScanlineWeights(1.0f - uvratio.y, col2);
float3 res = (col * weights + col2 * weights2).rgb;
float3 rgb1 = float3(_rgb1R, _rgb1G, _rgb1B);
float3 rgb2 = float3(_rgb2R, _rgb2G, _rgb2B);
float3 dotMaskWeights = lerp(rgb1, rgb2, floor(fmod(_Factor, _dotWeight)));
res *= dotMaskWeights;
return float4(pow(res, float3(1.0f / _Gamma, 1.0f / _Gamma, 1.0f / _Gamma)), 1.0f);
//return float4(pow(res, float3(1.0f / ScreenGamma.x, 1.0f / ScreenGamma.y, 1.0f / ScreenGamma.z)), 1.0f);
}
ENDCG
}
}
}
using UnityEngine;
using System.Collections;
public enum CRTScanLinesSizes { S32 = 32, S64 = 64, S128 = 128, S256 = 256, S512 = 512, S1024 = 1024 };
[ExecuteInEditMode]
public class CRT : MonoBehaviour
{
#region Variables
public Shader curShader;
public float Distortion = 0.1f;
public float Gamma = 1.0f;
public float YExtra = 0.5f;
public float CurvatureSet1 = 0.5f;
public float CurvatureSet2 = 1.0f;
public float DotWeight = 1.0f;
public CRTScanLinesSizes scanSize = CRTScanLinesSizes.S512;
public Color rgb1 = Color.white;
public Color rgb2 = Color.white;
private Material curMaterial;
#endregion
#region Properties
Material material
{
get
{
if (curMaterial == null)
{
curMaterial = new Material(curShader);
curMaterial.hideFlags = HideFlags.HideAndDontSave;
}
return curMaterial;
}
}
#endregion
// Use this for initialization
void Start()
{
if (!SystemInfo.supportsImageEffects)
{
enabled = false;
return;
}
}
void OnRenderImage(RenderTexture sourceTexture, RenderTexture destTexture)
{
if (curShader != null)
{
material.SetFloat("_Distortion", Distortion);
material.SetFloat("_Gamma", Gamma);
material.SetFloat("_curvatureSet1", CurvatureSet1);
material.SetFloat("_curvatureSet2", CurvatureSet2);
material.SetFloat("_YExtra", YExtra);
material.SetFloat("_rgb1R", rgb1.r);
material.SetFloat("_rgb1G", rgb1.g);
material.SetFloat("_rgb1B", rgb1.b);
material.SetFloat("_rgb2R", rgb2.r);
material.SetFloat("_rgb2G", rgb2.g);
material.SetFloat("_rgb2B", rgb2.b);
material.SetFloat("_dotWeight", DotWeight);
material.SetVector("_TextureSize", new Vector2((float)scanSize, (float)scanSize));
Graphics.Blit(sourceTexture, destTexture, material);
}
else
{
Graphics.Blit(sourceTexture, destTexture);
}
}
// Update is called once per frame
void Update()
{
}
void OnDisable()
{
if (curMaterial)
{
DestroyImmediate(curMaterial);
}
}
}
Might be the RenderTexture, change the depth buffer to 0, if you create the RenderTexture in Unity do it like this:
rt = new RenderTexture(*width*, *height*, 0, RenderTextureFormat.ARGB32);
if you create the RenderTexture in Unity set "Depth Buffer" to "No depth buffer",
if changing the depth doesn't have any impact it could also be Graphics.Blit().

Using custom shader results in black image

I use unity 2018.3.5f1. I would like to overlay a custom shader while rendering an image. Following is my onRenderImage Function.
void OnRenderImage(RenderTexture src, RenderTexture dest) {
// shaderMaterial renders the image with Barrel distortion and disparity effect
Graphics.Blit(camTextureHolder.mainTexture, nullRenderTexture, shaderMaterial);
// measure average frames per second
m_FpsAccumulator++;
if (Time.realtimeSinceStartup > m_FpsNextPeriod) {
m_CurrentFps = (int)(m_FpsAccumulator / fpsMeasurePeriod);
m_FpsAccumulator = 0;
m_FpsNextPeriod += fpsMeasurePeriod;
}
}
The issue is that the entire screen appears to be black while I'm trying to do so. May I know how do I fix this issue?
Update:
This is the code for the shader that I'm using
Shader "Custom/FakeAR"
{
Properties{
_MainTex("", 2D) = "white" {}
[HideInInspector]_FOV("FOV", Range(1, 2)) = 1.6
[HideInInspector]_Disparity("Disparity", Range(0, 0.3)) = 0.1
[HideInInspector]_Alpha("Alpha", Range(0, 2.0)) = 1.0
}
SubShader{
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
// Default Vertex Shader
v2f vert(appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = MultiplyUV(UNITY_MATRIX_TEXTURE0, v.texcoord.xy);
return o;
}
// Parameters
sampler2D _MainTex;
float _FOV;
// Alpha is the ratio of pixel density: width to height
float _Alpha;
// Disparity is the portion to separate
// larger disparity cause closer stereovision
float _Disparity;
// Fragment Shader: Remap the texture coordinates to combine
// barrel distortion and disparity video display
fixed4 frag(v2f i) : COLOR {
float2 uv1, uv2, uv3;
float t1, t2;
float offset;
// uv1 is the remap of left and right screen to a full screen
uv1 = i.uv - 0.5;
uv1.x = uv1.x * 2 - 0.5 + sign(i.uv.x < 0.5);
t1 = sqrt(1.0 - uv1.x * uv1.x - uv1.y * uv1.y);
t2 = 1.0 / (t1 * tan(_FOV * 0.5));
// uv2 is the remap of side screen with barrel distortion
uv2 = uv1 * t2 + 0.5;
// black color for out-of-range pixels
if (uv2.x >= 1 || uv2.y >= 1 || uv2.x <= 0 || uv2.y <= 0) {
return fixed4(0, 0, 0, 1);
}
else {
offset = 0.5 - _Alpha * 0.5 + _Disparity * 0.5 - _Disparity * sign(i.uv.x < 0.5);
// uv3 is the remap of image texture
uv3 = uv2;
uv3.x = uv2.x * _Alpha + offset;
return tex2D(_MainTex, uv3);
}
}
ENDCG
}
}
FallBack "Diffuse"
}
Is it because of the shader?
Well I think it's working it's just that the shader has nothing to render meaning it goes for black. You might want the shader to use the excisting camera texture. So maybe this?
void OnRenderImage(RenderTexture src, RenderTexture dest) {
// shaderMaterial renders the image with Barrel distortion and disparity effect
Graphics.Blit(src, dst, shaderMaterial);
// measure average frames per second
m_FpsAccumulator++;
if (Time.realtimeSinceStartup > m_FpsNextPeriod) {
m_CurrentFps = (int)(m_FpsAccumulator / fpsMeasurePeriod);
m_FpsAccumulator = 0;
m_FpsNextPeriod += fpsMeasurePeriod;
}
}
Try making the shader really default and see if it renders something. So try a shader that looks like this:
Shader "Examples/ExampleDisplacement"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
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;
}
sampler2D _MainTex;
float4 frag (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}

Having trouble projecting a ShadowMap on to a surface

So I am having trouble rendering a shadow map in a shader I'm kind of new to shader coding(roughly 3 months), I'll talk you through what I am doing(well what I think I am doing).
So to start off by creating a script(ShadowCopy.cs) which copies the shadow map then passes it to a global variable(_MyShadowMap). Now the shader(ShadowMapping.shader), then I create getShadowCoord which calculates the shadowMap then applies the getCascadeWeights() to the shadow Coordinates(for Optimal reasons).
Then I create computeCameraSpacePosFromDepthAndInvProjMat() which computes the camera space position based from depth and inverse projection matrix. Now the frag function which renders the pixels
making it visible in the Application, but overall its just Screen-Space-Shadows.
So the problem I am facing are the Projection Values which I honestly don't know how to fix. You can see the Problem in the picture.
enter image description here
The Material Settings for ShadowMapping.shader.
enter image description here
ShadowCopy.cs
using UnityEngine;
using UnityEngine.Rendering;
public class ShadowCopy : MonoBehaviour
{
public Light m_Light;
RenderTexture m_ShadowmapCopy;
public int TextureSize = 512;
void Start()
{
RenderTargetIdentifier shadowmap = BuiltinRenderTextureType.CurrentActive;
m_ShadowmapCopy = new RenderTexture(TextureSize, TextureSize, 16, RenderTextureFormat.ARGB32);
m_ShadowmapCopy.filterMode = FilterMode.Point;
CommandBuffer cb = new CommandBuffer();
cb.SetShadowSamplingMode(shadowmap, ShadowSamplingMode.RawDepth);
cb.Blit(shadowmap, new RenderTargetIdentifier(m_ShadowmapCopy));
cb.SetGlobalTexture("_MyShadowMap", shadowmap);
m_Light.AddCommandBuffer(LightEvent.AfterShadowMap, cb);
}
void OnGUI()
{
if (m_ShadowmapCopy != null)
{
GUI.DrawTextureWithTexCoords(new Rect(0, 20, 150, 150), m_ShadowmapCopy, new Rect(0, 0, 1, 1), false);
}
}
ShadowMapping.shader
Shader "Custom/ShadowMapping" {
Properties {
_Color("Main Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGBA)", 2D) = "white" {}
}
SubShader {
Pass {
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
#include "AutoLight.cginc"
uniform float4 _Color;
uniform sampler2D _MyShadowMap;
//UNITY_DECLARE_SHADOWMAP(_MyShadowMap);
uniform sampler2D _MainTex;
float4 LowResDepth_TexelSize;
float4 _ShadowMapTexture_TexelSize;
#define SHADOWMAPSAMPLER_AND_TEXELSIZE_DEFINED
#define UNITY_USE_CASCADE_BLENDING 0
#define UNITY_CASCADE_BLEND_DISTANCE 0.1
struct appdata {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
#ifdef UNITY_STEREO_INSTANCING_ENABLED
float3 ray0 : TEXCOORD1;
float3 ray1 : TEXCOORD2;
#else
float3 ray : TEXCOORD1;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 pos : SV_POSITION;
// xy uv / zw screenpos
float4 uv : TEXCOORD0;
// View space ray, for perspective case
float3 ray : TEXCOORD1;
// Orthographic view space positions (need xy as well for oblique matrices)
float3 orthoPosNear : TEXCOORD2;
float3 orthoPosFar : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 clipPos = UnityObjectToClipPos(v.vertex);
o.pos = clipPos;
o.uv.xy = v.texcoord;
o.uv.zw = ComputeNonStereoScreenPos(clipPos);
clipPos.y *= _ProjectionParams.x;
float3 orthoPosNear = mul(unity_CameraInvProjection, float4(clipPos.x,clipPos.y,-1,1)).xyz;
float3 orthoPosFar = mul(unity_CameraInvProjection, float4(clipPos.x,clipPos.y, 1,1)).xyz;
orthoPosNear.z *= -1;
orthoPosFar.z *= -1;
o.orthoPosNear = orthoPosNear;
o.orthoPosFar = orthoPosFar;
return o;
}
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
inline fixed4 getCascadeWeights(float3 wpos, float z)
{
fixed4 zNear = float4( z >= _LightSplitsNear );
fixed4 zFar = float4( z < _LightSplitsFar );
fixed4 weights = zNear * zFar;
return weights;
}
inline float4 getShadowCoord( float4 wpos, fixed4 cascadeWeights )
{
float3 sc0 = mul (unity_WorldToShadow[0], wpos).xyz;
float3 sc1 = mul (unity_WorldToShadow[1], wpos).xyz;
float3 sc2 = mul (unity_WorldToShadow[2], wpos).xyz;
float3 sc3 = mul (unity_WorldToShadow[3], wpos).xyz;
float4 shadowMapCoordinate = float4(sc0 * cascadeWeights[0] + sc1 * cascadeWeights[1] + sc2 * cascadeWeights[2] + sc3 * cascadeWeights[3], 1);
#if defined(UNITY_REVERSED_Z)
float noCascadeWeights = 1 - dot(cascadeWeights, float4(1, 1, 1, 1));
shadowMapCoordinate.z += noCascadeWeights;
#endif
return shadowMapCoordinate;
}
inline float3 computeCameraSpacePosFromDepthAndInvProjMat(v2f i)
{
float zdepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv.xy);
#if defined(UNITY_REVERSED_Z)
zdepth = 1 - zdepth;
#endif
float4 clipPos = float4(i.uv.zw, zdepth, 1.0);
clipPos.xyz = 2.0f * clipPos.xyz - 1.0f;
float4 camPos = mul(unity_CameraInvProjection, clipPos);
camPos.xyz /= camPos.w;
camPos.z *= -1;
return camPos.xyz;
}
half4 frag(v2f i) : COLOR
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float3 vpos = computeCameraSpacePosFromDepthAndInvProjMat(i);
float4 wpos = mul (unity_CameraToWorld, float4(vpos,1));
fixed4 cascadeWeights = getCascadeWeights (wpos, vpos.z);
float4 shadowCoord = getShadowCoord(wpos, cascadeWeights);
float shadow = tex2D(_MyShadowMap, shadowCoord);
shadow = lerp(_LightShadowData.r, 1.0, shadow);
fixed4 res = shadow;
return shadow * tex2D(_MainTex, i.uv) * _Color;
}
ENDCG
}
}
}
A few items that jump out at me:
Change: cb.SetGlobalTexture("_MyShadowMap", shadowmap); to cb.SetGlobalTexture("_MyShadowMap", m_ShadowmapCopy);
Change: uniform sampler2D _MyShadowMap; to UNITY_DECLARE_SHADOWMAP(_MyShadowMap);
Change float shadow = tex2D(_MyShadowMap, shadowCoord); to float shadow = UNITY_SAMPLE_SHADOW(_MyShadowMap, shadowCoord);

Problems with my unity shader

I have began to create some shaders for my university group project however I have ran into a bit of a snag with my water shader. I am trying to create one which utilises two overlapping normal maps.
Whilst everything looks okay in the editor, when I then publish to the webplayer, the scene looks like its unlit.
Heres my code for the shader:
//
// Filename : WaterShader.shader
// Version : 2.0
// Date : 1st March 2014
//
Shader "Flight/WaterShader/2.0"
{
// Set up variables so we can access them in inspector mode
Properties
{
// Variable to control the colour tint
_Color ("Base Color", Color) = (1, 1, 1, 1)
// Variables for specular
_SpecularColor ("Specular Color", Color) = (1, 1, 1, 1)
_SpecularAmount ("Shininess", Float) = 10
// Variable for setting the base texture
_MainTex ("Water Texture", 2D) = "white" { }
// Variables to set the normal map 1
_BumpMapA ("Normal Map", 2D) = "bump" { }
_BumpDepthA ("Depth", Range(0.25, 10.0)) = 1
// Variables to set the normal map 2
_BumpMapB ("Normal Map", 2D) = "bump" { }
_BumpDepthB ("Depth", Range(0.25, 10.0)) = 1
}
SubShader
{
pass
{
Tags { "RenderType" = "Opaque" }
Lighting On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma exclude_renderers flash
// Variables
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMapA;
float4 _BumpMapA_ST;
float _BumpDepthA;
sampler2D _BumpMapB;
float4 _BumpMapB_ST;
float _BumpDepthB;
float4 _Color;
float4 _SpecularColor;
float _SpecularAmount;
float4 _LightColor0;
struct vertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
float4 tangent : TANGENT;
};
struct vertexOutput
{
float4 pos : SV_POSITION;
float4 tex : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalWorld : TEXCOORD2;
float3 tangentWorld : TEXCOORD3;
float3 binormalWorld : TEXCOORD4;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
output.tex = input.texcoord;
output.posWorld = mul(_Object2World, input.vertex);
output.normalWorld = normalize( mul( float4( input.normal, 0.0f ), _World2Object ).xyz );
output.tangentWorld = normalize( mul( _Object2World, input.tangent ).xyz );
output.binormalWorld = normalize( cross( output.normalWorld, output.tangentWorld) * input.tangent.w );
return output;
}
float4 frag(vertexOutput input) : COLOR
{
// Set up variables
float3 viewDirection;
float3 lightDirection;
float3 normalDirection;
float lightIntensity;
float4 normalColorA;
float4 normalColorB;
float4 normalColor;
float3 normalLocalA;
float3 normalLocalB;
float3 normalLocal;
float3x3 normalWorld;
float4 textureColor;
float3 diffuseColor;
float3 specularColor;
float3 lightColor;
float4 finalColor;
// Begin calculations
// Calculate the angle we are looking at the pixel
viewDirection = normalize(_WorldSpaceCameraPos.xyz - input.posWorld.xyz );
if(_WorldSpaceLightPos0.w == 0.0)
{
lightIntensity = 1.0;
lightDirection = normalize(_WorldSpaceLightPos0.xyz);
}
else
{
float3 fragmentToLightSource = _WorldSpaceLightPos0.xyz - input.posWorld.xyz;
float distance = length(fragmentToLightSource);
lightIntensity = 1.0 / distance;
lightDirection = normalize(fragmentToLightSource);
}
// Sample the textures
textureColor = tex2D(_MainTex, input.tex.xy * _MainTex_ST.xy + _MainTex_ST.zw);
normalColorA = tex2D(_BumpMapA, input.tex.xy * _BumpMapA_ST.xy + _BumpMapA_ST.zw);
normalColorB = tex2D(_BumpMapB, input.tex.xy * _BumpMapB_ST.xy + _BumpMapB_ST.zw);
// Expand the normals and set the intensity of the normal map
normalLocalA = float3(2.0 * normalColorA.ag - float2(1.0, 1.0), 0.0);
normalLocalA.z = _BumpDepthA;
normalLocalB = float3(2.0 * normalColorB.ag - float2(1.0, 1.0), 0.0);
normalLocalB.z = _BumpDepthB;
// Combine the two normals
normalLocal = normalize(normalLocalA + normalLocalB);
// Calculate the normal in the world
normalWorld = float3x3( input.tangentWorld, input.binormalWorld, input.normalWorld );
normalDirection = normalize( mul( normalLocal, normalWorld ) );
// Calculate lighting
diffuseColor = lightIntensity * _LightColor0.xyz * saturate( dot(normalDirection, lightDirection) );
specularColor = diffuseColor * _SpecularColor.xyz * pow( saturate( dot( reflect(-lightDirection, normalDirection), viewDirection) ), _SpecularAmount );
// Combine lighting
lightColor = UNITY_LIGHTMODEL_AMBIENT.xyz + diffuseColor + specularColor;
// Apply lighting to the texture color
textureColor = float4( textureColor.xyz * lightColor * _Color.xyz, 1.0);
return textureColor;
}
ENDCG
}
}
FallBack "Specular"
}
In the editor it looks like this:
Where as in the webplayer it looks like this:
Anyone able to help me see where I have gone wrong? :)
You need a separate pass of pixel light in the scene for the web player. Replace your current SubShader Parameters with
SubShader
{
Tags {"RenderType" = "Opaque"}
Pass
{
Tags {"LightMode" = "ForwardAdd"}
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma exclude_renderers flash

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