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Question by Anne_Marije · Jun 18, 2011 at 10:37 AM · shadersse

Applying my own shader makes objects invisble

Hi

I tried to make my own Shader with SSE so I could blend two textures. When I apply it to a material the preview looks fine, but in game view the object disappears/ becomes default blue background. I used two shader inputs, a float input and combined them with a Lerp node to the "Diffuse" input thingy. Am I doing something obvious wrong?

Thanks

btw I'm using the free version of Unity

edit : the long, incomprehensible (imo) shader code, formatting okay like this?

Shader "Blender" { Properties { _MainTex("Base (RGB) Gloss (A)", 2D) = "white" {} _texture2("_texture2", 2D) = "black" {} _blendingvalue("_blendingvalue", Float) = 0

     }
     
     SubShader 
     {
         Tags
         {
 "Queue"="Geometry"
 "IgnoreProjector"="False"
 "RenderType"="Transparent/Reflective"
 
         }
 
         
 Cull Front
 ZWrite On
 ZTest LEqual
 ColorMask RGBA
 Fog{
 }
 
 
         CGPROGRAM
 #pragma surface surf BlinnPhongEditor  vertex:vert
 #pragma target 2.0
 
 
 sampler2D _MainTex;
 sampler2D _texture2;
 float _blendingvalue;
 
             struct EditorSurfaceOutput {
                 half3 Albedo;
                 half3 Normal;
                 half3 Emission;
                 half3 Gloss;
                 half Specular;
                 half Alpha;
                 half4 Custom;
             };
             
             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;
 return c;
 
             }
 
             inline half4 LightingBlinnPhongEditor (EditorSurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
             {
                 half3 h = normalize (lightDir + viewDir);
                 
                 half diff = max (0, dot ( lightDir, s.Normal ));
                 
                 float nh = max (0, dot (s.Normal, h));
                 float spec = pow (nh, s.Specular*128.0);
                 
                 half4 res;
                 res.rgb = _LightColor0.rgb * diff;
                 res.w = spec * Luminance (_LightColor0.rgb);
                 res *= atten * 2.0;
 
                 return LightingBlinnPhongEditor_PrePass( s, res );
             }
             
             struct Input {
                 float2 uv_MainTex;
 float2 uv_texture2;
 
             };
 
             void vert (inout appdata_full v, out Input o) {
 float4 VertexOutputMaster0_0_NoInput = float4(0,0,0,0);
 float4 VertexOutputMaster0_1_NoInput = float4(0,0,0,0);
 float4 VertexOutputMaster0_2_NoInput = float4(0,0,0,0);
 float4 VertexOutputMaster0_3_NoInput = float4(0,0,0,0);
 
 
             }
             
 
             void surf (Input IN, inout EditorSurfaceOutput o) {
                 o.Normal = float3(0.0,0.0,1.0);
                 o.Alpha = 1.0;
                 o.Albedo = 0.0;
                 o.Emission = 0.0;
                 o.Gloss = 0.0;
                 o.Specular = 0.0;
                 o.Custom = 0.0;
                 
 float4 Sampled2D0=tex2D(_MainTex,IN.uv_MainTex.xy);
 float4 Sampled2D1=tex2D(_texture2,IN.uv_texture2.xy);
 float4 Lerp0=lerp(Sampled2D0,Sampled2D1,_blendingvalue.xxxx);
 float4 Master0_1_NoInput = float4(0,0,1,1);
 float4 Master0_2_NoInput = float4(0,0,0,0);
 float4 Master0_3_NoInput = float4(0,0,0,0);
 float4 Master0_4_NoInput = float4(0,0,0,0);
 float4 Master0_5_NoInput = float4(1,1,1,1);
 float4 Master0_7_NoInput = float4(0,0,0,0);
 float4 Master0_6_NoInput = float4(1,1,1,1);
 o.Albedo = Lerp0;
 
                 o.Normal = normalize(o.Normal);
             }
         ENDCG
     }
     Fallback "Diffuse"
 }

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avatar image aldonaletto · Jun 18, 2011 at 10:46 AM 2
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Please edit your question and post the shader code. You must format the code, or it will appear in a very confusing format: just select the code and click the 101 010 button.

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