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Question by Dante-Sparda · Aug 09, 2017 at 07:46 PM · c#arraymaterialscript.shaders

Add two radius on the same shader

Hello, i started working with shaders last week and managed to do something like this

alt text

And now im trying to add more radius within the same shader, is that possible? and how?

Heres the code for my shader.

**Shader "FenrirTests/SaWarudo5" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Center("Center", Vector) = (0,0,0,0) _Radius("Radius", Float) = 0.5 _RadiusColor("RadiusColor", Color) = (1,0,0,1) _RadiusWidth("Radius Width", Float) = 2 _ScrollXSpeed("X Scroll Speed", Range(0,10)) = 2 _ScrollYSpeed("Y Scroll Speed", Range(0,10)) = 2 } SubShader { Tags { "RenderType"="Opaque" } LOD 200

     CGPROGRAM
     // Physically based Standard lighting model, and enable shadows on all light types
     #pragma surface surf Lambert

     // Use shader model 3.0 target, to get nicer looking lighting
     #pragma target 3.0

     sampler2D _MainTex;

     struct Input {
         float2 uv_MainTex;
         float3 worldPos;
     };
     fixed _ScrollXSpeed;
     fixed _ScrollYSpeed;
     float3 _Center;
     float _Radius;
     fixed4 _RadiusColor;
     float _RadiusWidth;
     fixed4 _Color;

     void surf (Input IN, inout SurfaceOutput o) {
         fixed2 scrolledUV = IN.uv_MainTex;
         // Albedo comes from a texture tinted by color
         fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
         float d = distance(_Center, IN.worldPos);
         fixed xScrollValue = _ScrollXSpeed * _Time;
         fixed yScrollValue = _ScrollYSpeed * _Time;
         scrolledUV += fixed2(xScrollValue, yScrollValue);
         c = tex2D(_MainTex, scrolledUV) * _Color;
         if (d > _Radius)
         {
             float maxColor;
             if(c.r > c.g && c.r > c.b)
             {
                 maxColor = c.r;
             }
             else if(c.g > c.r && c.g > c.b)
             {
                 maxColor = c.g;
             }
             else if(c.b > c.r && c.b > c.g)
             {
                 maxColor = c.b;
             }
             o.Albedo = float3(maxColor, maxColor, maxColor);
         }
         else
         {
             o.Albedo = c.rgb;
         }

         o.Alpha = c.a;
     }
     ENDCG
 }
 FallBack "Diffuse"

}


shaderask.jpg (319.5 kB)
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Answer by merkaba48 · Aug 09, 2017 at 08:31 PM

The current radius, width, and color are all properties passed into the shader, so just add new properties for radius2, width2, and color2? Or am I understanding incorrectly?

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avatar image Dante-Sparda · Aug 10, 2017 at 09:32 PM 0
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I tried that already but for some reason it only draws the last radius of the two. Can you give me an example?

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