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Question by KillHour · Oct 26, 2015 at 05:10 AM · renderingshaderscameras

SetReplacementShader not rendering

I've been staring at this and looking at example code for an hour, and I can't figure out what I'm doing wrong. I have this code running on the camera:

 Shader overdrawShader = Resources.Load ("Shaders/Overdraw") as Shader;
 GetComponent<Camera> ().SetReplacementShader (overdrawShader, "RenderType");

This is the shader it's calling:

 Shader "Overdraw" {
 Properties {
     _MainTex ("Base", 2D) = "white" {}
 }
 
 SubShader {
     Fog { Mode Off }
     ZWrite Off
     ZTest Always
     Blend One One // additive blending
 
  Tags { "RenderType"="Opaque"  }
  Pass {
      SetTexture[_MainTex] {
          constantColor(0.1, 0.04, 0.02, 0)
          combine constant, texture
      }
  }
 
 }
 }

The objects in my scene all use the Standard shader, so I know they have a "RenderType"="Opaque" tag.

When the code gets called, the camera doesn't render anything. What am I missing?

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Answer by KillHour · Nov 02, 2015 at 07:36 AM

Got it working. Had some things missing from the shader. Here's the full shader code:

 Shader "Overdraw" {
  Properties {
   }
   SubShader {
     Tags { "RenderType" = "Opaque" "Queue" = "Transparent" }
     Blend OneMinusDstColor One
     ZTest Always
     Cull Off
     LOD 200
  
     CGPROGRAM
     #pragma surface surf Lambert
 
     struct Input {
       float2 uv_MainTex;
     };
  
     void surf (Input IN, inout SurfaceOutput o) {
       o.Albedo.rgb = (0.1);
       o.Emission.b = (0.1);
       o.Alpha = 1;
     }
     ENDCG
   } 
   FallBack "Diffuse"
 }
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