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Question by electricsauce · Sep 09, 2012 at 04:25 PM · shaderdiffuse

Modify main color of a shader

I'm trying to modify the dissolve shader from the unity wiki so that it has a main color input similar to a diffuse shader. I added the color property and multiplied the albedo output by this property and it seems to work in the editor window. I can change the color and the sample window reacts as expected, but it has no effect during gameplay. Does anyone know where I'm going wrong with this? The lines that I've changed from the original are marked // . Thanks.

 Shader "Custom/Dissolve_2" {
 // simple "dissolving" shader by genericuser (radware.wordpress.com)
 // clips materials, using an image as guidance.
 // use clouds or random noise as the slice guide for best results.
     Properties {
       _Color ("Main Color", Color) = (.5,.5,.5,1)    //****
       _MainTex ("Texture (RGB)", 2D) = "white" {}
       _SliceGuide ("Slice Guide (RGB)", 2D) = "white" {}
       _SliceAmount ("Slice Amount", Range(0.0, 1.0)) = 0.5
     }    

     SubShader {
       Tags { "RenderType" = "Opaque" }
       Cull Off
       CGPROGRAM
       //if you're not planning on using shadows, remove "addshadow" for better performance
        
           fixed4 _Color;                            //****
      
        
        
       #pragma surface surf Lambert addshadow
       struct Input {
           float2 uv_MainTex;
           float2 uv_SliceGuide;
           float _SliceAmount;    
       };
       sampler2D _MainTex;
       sampler2D _SliceGuide;
       float _SliceAmount;
       void surf (Input IN, inout SurfaceOutput o) {
           clip(tex2D (_SliceGuide, IN.uv_SliceGuide).rgb - _SliceAmount);    
           // fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
           o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb * _Color;    //****
       }
       ENDCG
     } 
     Fallback "Diffuse"
   }
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avatar image Piflik · Sep 09, 2012 at 04:58 PM 1
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Please format your code correctly on future posts (using the 101010 button). I am not always around to fix it.

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