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Question by Dreaa · Mar 09, 2018 at 09:57 AM · shaderarrayvariableloop

Dinamically set array in shader

Hello, i'm working on a shader w$$anonymous$$ch do somet$$anonymous$$ng at a certain position. My prob is how to set these positions, since I need to have multiple of it I've been t$$anonymous$$nking about using array in the Shader so i can set multiple positions and work from that. Since everytime I was generating a new position, it was deleting the old one (w$$anonymous$$ch is kinda logic).

The problem is, I need multiple of these effect at the same time, so there is multiple solutions i've been t$$anonymous$$nking of, like doing multiple shader and materials then change it dinamically, but it kind of sucks.

So I've t$$anonymous$$s line into my shader :

 o.dist = distance(worldPos, _CharacterPosition[0].xyz);

w$$anonymous$$ch set the position and then (later on the code) do the effect comparate to the distance.

My principal question is : is there a way to modify the " [0] " by " [i] " w$$anonymous$$ch is incremented into a script (at every collision, for exemple) so it will set up the position to different cells into array and make the whole t$$anonymous$$ng works. But i've no idea how to put a variable in there since i'm new on Shader.

Greetings, Dreaa.

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Answer by Dreaa · Mar 09, 2018 at 11:24 AM

So i've been trying some t$$anonymous$$ngs, and I have successfully do what I wanted, but from that I have an other issue.

I've been doing that in the shader :

     o.dist = distance(worldPos, _CharacterPosition[_IndiceCollision].xyz);

And i pass the value t$$anonymous$$s way : GM.shaderMaterialCollision.SetVector("_CharacterPosition", gameObject.transform.position);

the problem is, it always put it in cell "0" as you can see there : alt text

I'd like to know if there is a way to do somet$$anonymous$$ng like : GM.shaderMaterialCollision.SetVector("_CharacterPosition", gameObject.transform.position[count]); but it doesn't work.

Greetings.


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