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Question by name123 · Oct 30, 2012 at 09:13 PM · c#shadertexturetexture2dpixel

How to fill texture that would be avaliable to ither shaders?

How to create a simple pixel color shader that say takes a texture, applyes something like masking:

                                         half4 color = tex2D(_Texture0, i.uv.xy);
                                         if(distance(color, mask) > _CutOff)
                                         {
                                             return color;
                                         }else{return static_color}


in and returns a texture that can be passed to next shader from c# code in a way like ` mats[1].SetTexture("_MainTex", mats[0].GetTexture("_OutputTex"));`? Example wanted.

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Answer by Montraydavis · Oct 31, 2012 at 03:02 AM

You do know that you can access other components in your project. No need to really rely on passing a bunch of variables. That can get a bit confusing when you have thousands of lines of code. Instead, get a texture.

 Textures myTex = Resources.Load("Materials/MyTexture", typeof(Texture)) as Textures;

And just make sure it's global ( variable 'Textures' ). . . . And accessing it from another script just requires a GetComponent() .

 TexturesScript : Textures_Scripts = GetComponent ( Textures_Scripts ) ;
 
  mats[1].SetTexture("_MainTex", mats[0].GetTexture(TexturesScript.myTex));

Please let me know if I misunderstood your question.

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avatar image name123 · Oct 31, 2012 at 06:47 AM 0
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$$anonymous$$y point was to modify texture with one shader and p[ass result to another (modified) so to say create a chain

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