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Shader Parse error

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I've never looked into shading much, and I really only need it for one aspect of my project: a projector. I'm following along with a guide and copied the code into VS, but it produced an error: Shader error in 'Projector/AdditiveTint': Parse error: syntax error at line 13 Solution 'Battle Sandbox2' ‎(1 project) 0 The 0 at the end is a little disconcerting as that's supposedly the line number for the error, so a bit of a discrepancy there... Here's the code in question: Shader "Projector/AdditiveTint" { Properties{ _Color("Tint Color", Color) = (1,1,1,1) _Attenuation("Falloff", Range(0.0, 1.0)) = 1.0 _ShadowTex("Cookie", 2D) = "gray" {} } Subshader{ Tags{ "Queue" = "Transparent" } Pass{ ZWrite Off ColorMask RGB Blend SrcAlpha One // Additive blending Offset - 1, -1 CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 uvShadow : TEXCOORD0; float4 pos : SV_POSITION; }; float4x4 unity_Projector; float4x4 unity_ProjectorClip; v2f vert(float4 vertex : POSITION) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, vertex); o.uvShadow = mul(unity_Projector, vertex); return o; } sampler2D _ShadowTex; fixed4 _Color; float _Attenuation; fixed4 frag(v2f i) : SV_Target { // Apply alpha mask fixed4 texCookie = tex2Dproj(_ShadowTex, UNITY_PROJ_COORD(i.uvShadow)); fixed4 outColor = _Color * texCookie.a; // Attenuation float depth = i.uvShadow.z; // [-1 (near), 1 (far)] return outColor * clamp(1.0 - abs(depth) + _Attenuation, 0.0, 1.0); } ENDCG } } } Like I said, I don't work with shaders and I really only understand the general concept. Since the cause of the error appears to vary somewhat, I'm at a loss. The most I could do was check to see if there were an even number of braces, which there were. Thanks.

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