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Question by beau101023 · Apr 19, 2017 at 03:31 AM · shadershaderscasting

Float to Int in Unity Shaders

Is there a way to cast float to int in unity shaders? I've tried all the normal methods (which compile fine, but don't seem to actually do anything).

Shader error: int or unsigned int type required (on d3d11)

The offending code:

col.r += int(sqrt(( abs(i.vertex.y - (_ScreenParams.x/2) ) ^2) + ( abs(i.vertex.x - (_ScreenParams.y/2) ) ^2)));

None of the functions I'm using seem to require only int types and I'm casting it properly for the final value.

Any help would be appreciated.

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Answer by Zilppuri · Apr 19, 2017 at 09:11 AM

Have you tried surrounding the abs() inside int()?

 col.r +=sqrt(( int(abs(i.vertex.y - (_ScreenParams.x/2) )) ^2) + ( int(abs(i.vertex.x - (_ScreenParams.y/2)) ) ^2));

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avatar image beau101023 · Apr 19, 2017 at 02:56 PM 0
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Thank you, it seems to have worked. Do you know what the original problem was?

avatar image Zilppuri · Apr 19, 2017 at 03:16 PM 0
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Because i.vertex.y and _ScreenParams.x are float values, the float-version of abs() is used. This then returns float as well. So you could either surround the whole abs() in int(), or do the same for i.vertex.y and _ScreenParams.x (therefore int abs is used ins$$anonymous$$d). With my limited knowledge of shader coding I can't say which would be more effective - although I doubt huge performance loss happens either way.

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