• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by zhenghzzz · Dec 01, 2015 at 03:58 AM · surface shadersurfaceshader

A strange problem when I wrote a simple surfaceshader using Occlusion

Here is my surf function:

     void surf (Input IN, inout SurfaceOutputStandardSpecular o)
     {
         fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
         o.Albedo = c.rgb;
         o.Specular = tex2D (_SpecGlossMap, IN.uv_SpecGlossMap);
         o.Smoothness = _Glossiness;
         
         half occ = tex2D(_OcclusionMap, IN.uv2_OcclusionMap).g;
         half oneMinusT = 1 - _OcclusionStrength;
         o.Occlusion =  saturate(oneMinusT + occ * _OcclusionStrength);
         
         //Magic?????????
         half noMatterWhat = 10000;
         if (o.Occlusion == noMatterWhat)
         {
             o.Albedo = o.Albedo;
         }
         //End
         
         o.Emission = _EmissionColor;
         float4 packedNormal = tex2D(_BumpMap, IN.uv_BumpMap);
         o.Normal = UnpackNormal(packedNormal);
         o.Alpha = c.a;
     }

If I delete the "Magic" part, the model becomes tatolly dark.The param "noMatterWhat" could be any number, it works. As you can see, the "Magic" part actually does not play any role. But why this happens?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

33 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Surface shader, too many samplers workaround 1 Answer

Setting o.Normal from Texture Array 0 Answers

Unity Surface shader giving unexpected token error on viewDir 0 Answers

Glass shader turn white when double sided!? Am i misunderstanding somethig??? 1 Answer

Merge(Concatenate) two textures using Shader in Unity. 0 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges