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