Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by djooryabi2 · Feb 28, 2021 at 08:55 AM · shadershader programming

Why doesn't my new shader property show up in the inspector?

Hi, I'm trying to create a new shader based on the standard shader code that Unity provides. I copied and pasted Unity's standard shader code into a new shader called "Custom/Outline" and added a new property called _Color2, but I can't get it to show up in the material inspector at all! There are no compile errors either. If I add a shader property to another shader it works fine.

 // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
 
 Shader "Custom/Outline"
 {
     Properties
     {
         _Color("Color", Color) = (1,1,1,1)
         _MainTex("Albedo", 2D) = "white" {}
 
         _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
 
         _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
         _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
         [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0
 
         [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
         _MetallicGlossMap("Metallic", 2D) = "white" {}
 
         [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
         [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
 
         _BumpScale("Scale", Float) = 1.0
         [Normal] _BumpMap("Normal Map", 2D) = "bump" {}
 
         _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
         _ParallaxMap ("Height Map", 2D) = "black" {}
 
         _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
         _OcclusionMap("Occlusion", 2D) = "white" {}
 
         _EmissionColor("Color", Color) = (0,0,0)
         _EmissionMap("Emission", 2D) = "white" {}
 
         _DetailMask("Detail Mask", 2D) = "white" {}
 
         _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
         _DetailNormalMapScale("Scale", Float) = 1.0
         [Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
 
         [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
 
 
         // Blending state
         [HideInInspector] _Mode ("__mode", Float) = 0.0
         [HideInInspector] _SrcBlend ("__src", Float) = 1.0
         [HideInInspector] _DstBlend ("__dst", Float) = 0.0
         [HideInInspector] _ZWrite ("__zw", Float) = 1.0
 
         _Color2("Color2", Color) = (1,1,1,1)
     }
 
     CGINCLUDE
         #define UNITY_SETUP_BRDF_INPUT MetallicSetup
     ENDCG
 
     SubShader
     {
         Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
         LOD 300
 
 
         // ------------------------------------------------------------------
         //  Base forward pass (directional light, emission, lightmaps, ...)
         Pass
         {
             Name "FORWARD"
             Tags { "LightMode" = "ForwardBase" }
 
             Blend [_SrcBlend] [_DstBlend]
             ZWrite [_ZWrite]
 
             CGPROGRAM
             #pragma target 3.0
 
             // -------------------------------------
 
             #pragma shader_feature_local _NORMALMAP
             #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
             #pragma shader_feature _EMISSION
             #pragma shader_feature_local _METALLICGLOSSMAP
             #pragma shader_feature_local _DETAIL_MULX2
             #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
             #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
             #pragma shader_feature_local _GLOSSYREFLECTIONS_OFF
             #pragma shader_feature_local _PARALLAXMAP
 
             #pragma multi_compile_fwdbase
             #pragma multi_compile_fog
             #pragma multi_compile_instancing
             // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
             //#pragma multi_compile _ LOD_FADE_CROSSFADE
 
             #pragma vertex vertBase
             #pragma fragment fragBase
 
             float4 _Color2;
 
             #include "UnityStandardCoreForward.cginc"
 
             ENDCG
         }
         // ------------------------------------------------------------------
         //  Additive forward pass (one light per pass)
         Pass
         {
             Name "FORWARD_DELTA"
             Tags { "LightMode" = "ForwardAdd" }
             Blend [_SrcBlend] One
             Fog { Color (0,0,0,0) } // in additive pass fog should be black
             ZWrite Off
             ZTest LEqual
 
             CGPROGRAM
             #pragma target 3.0
 
             // -------------------------------------
 
 
             #pragma shader_feature_local _NORMALMAP
             #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
             #pragma shader_feature_local _METALLICGLOSSMAP
             #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
             #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
             #pragma shader_feature_local _DETAIL_MULX2
             #pragma shader_feature_local _PARALLAXMAP
 
             #pragma multi_compile_fwdadd_fullshadows
             #pragma multi_compile_fog
             // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
             //#pragma multi_compile _ LOD_FADE_CROSSFADE
 
             #pragma vertex vertAdd
             #pragma fragment fragAdd
             #include "UnityStandardCoreForward.cginc"
 
             ENDCG
         }
         // ------------------------------------------------------------------
         //  Shadow rendering pass
         Pass {
             Name "ShadowCaster"
             Tags { "LightMode" = "ShadowCaster" }
 
             ZWrite On ZTest LEqual
 
             CGPROGRAM
             #pragma target 3.0
 
             // -------------------------------------
 
 
             #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
             #pragma shader_feature_local _METALLICGLOSSMAP
             #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
             #pragma shader_feature_local _PARALLAXMAP
             #pragma multi_compile_shadowcaster
             #pragma multi_compile_instancing
             // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
             //#pragma multi_compile _ LOD_FADE_CROSSFADE
 
             #pragma vertex vertShadowCaster
             #pragma fragment fragShadowCaster
 
             #include "UnityStandardShadow.cginc"
 
             ENDCG
         }
         // ------------------------------------------------------------------
         //  Deferred pass
         Pass
         {
             Name "DEFERRED"
             Tags { "LightMode" = "Deferred" }
 
             CGPROGRAM
             #pragma target 3.0
             #pragma exclude_renderers nomrt
 
 
             // -------------------------------------
 
             #pragma shader_feature_local _NORMALMAP
             #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
             #pragma shader_feature _EMISSION
             #pragma shader_feature_local _METALLICGLOSSMAP
             #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
             #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
             #pragma shader_feature_local _DETAIL_MULX2
             #pragma shader_feature_local _PARALLAXMAP
 
             #pragma multi_compile_prepassfinal
             #pragma multi_compile_instancing
             // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
             //#pragma multi_compile _ LOD_FADE_CROSSFADE
 
             #pragma vertex vertDeferred
             #pragma fragment fragDeferred
 
             #include "UnityStandardCore.cginc"
 
             ENDCG
         }
 
         // ------------------------------------------------------------------
         // Extracts information for lightmapping, GI (emission, albedo, ...)
         // This pass it not used during regular rendering.
         Pass
         {
             Name "META"
             Tags { "LightMode"="Meta" }
 
             Cull Off
 
             CGPROGRAM
             #pragma vertex vert_meta
             #pragma fragment frag_meta
 
             #pragma shader_feature _EMISSION
             #pragma shader_feature_local _METALLICGLOSSMAP
             #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
             #pragma shader_feature_local _DETAIL_MULX2
             #pragma shader_feature EDITOR_VISUALIZATION
 
             #include "UnityStandardMeta.cginc"
             ENDCG
         }
     }
 
     SubShader
     {
         Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
         LOD 150
 
         // ------------------------------------------------------------------
         //  Base forward pass (directional light, emission, lightmaps, ...)
         Pass
         {
             Name "FORWARD"
             Tags { "LightMode" = "ForwardBase" }
 
             Blend [_SrcBlend] [_DstBlend]
             ZWrite [_ZWrite]
 
             CGPROGRAM
             #pragma target 2.0
 
             #pragma shader_feature_local _NORMALMAP
             #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
             #pragma shader_feature _EMISSION
             #pragma shader_feature_local _METALLICGLOSSMAP
             #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
             #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
             #pragma shader_feature_local _GLOSSYREFLECTIONS_OFF
             // SM2.0: NOT SUPPORTED shader_feature_local _DETAIL_MULX2
             // SM2.0: NOT SUPPORTED shader_feature_local _PARALLAXMAP
 
             #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED
 
             #pragma multi_compile_fwdbase
             #pragma multi_compile_fog
 
             #pragma vertex vertBase
             #pragma fragment fragBase
             #include "UnityStandardCoreForward.cginc"
 
             ENDCG
         }
         // ------------------------------------------------------------------
         //  Additive forward pass (one light per pass)
         Pass
         {
             Name "FORWARD_DELTA"
             Tags { "LightMode" = "ForwardAdd" }
             Blend [_SrcBlend] One
             Fog { Color (0,0,0,0) } // in additive pass fog should be black
             ZWrite Off
             ZTest LEqual
 
             CGPROGRAM
             #pragma target 2.0
 
             #pragma shader_feature_local _NORMALMAP
             #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
             #pragma shader_feature_local _METALLICGLOSSMAP
             #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
             #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
             #pragma shader_feature_local _DETAIL_MULX2
             // SM2.0: NOT SUPPORTED shader_feature_local _PARALLAXMAP
             #pragma skip_variants SHADOWS_SOFT
 
             #pragma multi_compile_fwdadd_fullshadows
             #pragma multi_compile_fog
 
             #pragma vertex vertAdd
             #pragma fragment fragAdd
             #include "UnityStandardCoreForward.cginc"
 
             ENDCG
         }
         // ------------------------------------------------------------------
         //  Shadow rendering pass
         Pass {
             Name "ShadowCaster"
             Tags { "LightMode" = "ShadowCaster" }
 
             ZWrite On ZTest LEqual
 
             CGPROGRAM
             #pragma target 2.0
 
             #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
             #pragma shader_feature_local _METALLICGLOSSMAP
             #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
             #pragma skip_variants SHADOWS_SOFT
             #pragma multi_compile_shadowcaster
 
             #pragma vertex vertShadowCaster
             #pragma fragment fragShadowCaster
 
             #include "UnityStandardShadow.cginc"
 
             ENDCG
         }
 
         // ------------------------------------------------------------------
         // Extracts information for lightmapping, GI (emission, albedo, ...)
         // This pass it not used during regular rendering.
         Pass
         {
             Name "META"
             Tags { "LightMode"="Meta" }
 
             Cull Off
 
             CGPROGRAM
             #pragma vertex vert_meta
             #pragma fragment frag_meta
 
             #pragma shader_feature _EMISSION
             #pragma shader_feature_local _METALLICGLOSSMAP
             #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
             #pragma shader_feature_local _DETAIL_MULX2
             #pragma shader_feature EDITOR_VISUALIZATION
 
             #include "UnityStandardMeta.cginc"
             ENDCG
         }
     }
 
 
     FallBack "VertexLit"
     CustomEditor "StandardShaderGUI"
 }

,

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
â–¼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image djooryabi2 · Feb 28, 2021 at 06:54 AM 0
Share

Apparently, the last line was the problem. Commenting out CustomEditor "StandardShaderGUI" fixes the issue.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

176 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Shader Problem 0 Answers

calculating 1 Answer

perform action on shader compilation/update 0 Answers

How to access Tilemap Tile's x-y-z positions from shader, to mask or move tiles 0 Answers

I need help with my NPR shader. URP 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges