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Question by Aggrojag · May 07, 2018 at 08:30 PM · shadersshaderlab

Best way to send player position to a large set of custom materials?

I just finished writing my core shader for a 2D game I'm working on. It needs to make use of player position. Unfortunately, this material will be on nearly every texture that makes up the environment. Most of the textures are unique, so I can't combine these textures to lessen the amount of materials running at a time.

What is the best way to send player's position to these set of materials? The only way I'm aware of currently is by doing this:

 public class SetPlayerPosition : MonoBehaviour
 {
     public Material[] mats;
     
     // Update is called once per frame
     void Update ()
     {
         foreach (Material mat in mats)
         {
             mat.SetVector("_PlayerPos", gameObject.transform.position);
         }
 
     }
 }
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Answer by Eno-Khaon · May 07, 2018 at 09:59 PM

Rather than setting the value on a per-Material basis, you can set it globally for every Shader using that variable name. As an additional tip for speeding things up, you can grab the integer ID for the Shader value, rather than feeding the name of the variable as a string (internally, it gets that value each time you call it that way).

 int _PlayerPos_ID;
 
 void Start()
 {
     _PlayerPos_ID = Shader.PropertyToID("_PlayerPos");
 }
 
 void Update()
 {
     Shader.SetGlobalVector(_PlayerPos_ID, gameObject.transform.position);
 }
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avatar image Aggrojag · May 25, 2018 at 11:18 PM 0
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Sorry for not checking back sooner. I had decided on a rewrite rather quickly based on other difficulties that my shader was causing. I was using relative position rather than world position, so I cut down my materials to about 5-6 per level :). Going to go back and add this in to speed things up that tiny bit more. Thank you dude.

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