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               Question by 
               MTDues · Sep 05, 2017 at 09:43 AM · 
                c#javascriptshadershader programming  
              
 
              Shader was doing good suddenly shows this error pls help
hello unity community
this is a dissolve shader it was going good and working fine 100% in my game suddenly shows this error, which missed up my whole game project so pls help me in this code
thanks inadvance
here is the error

The shader code
 Shader "Dissolve/Dissolve_TexturCoords" {
 Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
     _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
     _Amount ("Amount", Range (0, 1)) = 0.5
     _StartAmount("StartAmount", float) = 0.1
     _Illuminate ("Illuminate", Range (0, 1)) = 0.5
     _Tile("Tile", float) = 1
     _DissColor ("DissColor", Color) = (1,1,1,1)
     _ColorAnimate ("ColorAnimate", vector) = (1,1,1,1)
     _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
     _BumpMap ("Normalmap", 2D) = "bump" {}
     _DissolveSrc ("DissolveSrc", 2D) = "white" {}
     _DissolveSrcBump ("DissolveSrcBump", 2D) = "white" {}
 
 }
 SubShader { 
     Tags { "RenderType"="Opaque" }
     LOD 400
     cull off
     
     
 CGPROGRAM
 #pragma target 3.0
 #pragma surface surf BlinnPhong addshadow
 
 
 
 sampler2D _MainTex;
 sampler2D _BumpMap;
 sampler2D _DissolveSrc;
 sampler2D _DissolveSrcBump;
 
 fixed4 _Color;
 half4 _DissColor;
 half _Shininess;
 half _Amount;
 static half3 Color = float3(1,1,1);
 half4 _ColorAnimate;
 half _Illuminate;
 half _Tile;
 half _StartAmount;
 
 
 
 struct Input {
     float2 uv_MainTex;
     float2 uv_BumpMap;
     float2 uvDissolveSrc;
 };
 
 void vert (inout appdata_full v, out Input o) {}
 
 void surf (Input IN, inout SurfaceOutput o) {
     fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
     o.Albedo = tex.rgb * _Color.rgb;
     
     float ClipTex = tex2D (_DissolveSrc, IN.uv_MainTex/_Tile).r ;
     float ClipAmount = ClipTex - _Amount;
     float Clip = 0;
     float4 DematBump =  tex2D (_DissolveSrcBump,IN.uv_MainTex/_Tile);
     o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
 if (_Amount > 0)
 {
     if (ClipAmount <0)
     {
         Clip = 1; //clip(-0.1);
     
     }
      else
      {
     
         if (ClipAmount < _StartAmount)
         {
             if (_ColorAnimate.x == 0)
                 Color.x = _DissColor.x;
             else
                 Color.x = ClipAmount/_StartAmount;
           
             if (_ColorAnimate.y == 0)
                 Color.y = _DissColor.y;
             else
                 Color.y = ClipAmount/_StartAmount;
           
             if (_ColorAnimate.z == 0)
                 Color.z = _DissColor.z;
             else
                 Color.z = ClipAmount/_StartAmount;
 
             o.Albedo  = (o.Albedo *((Color.x+Color.y+Color.z))* Color*((Color.x+Color.y+Color.z)))/(1 - _Illuminate);
             o.Normal = UnpackNormal(tex2D(_DissolveSrcBump, IN.uvDissolveSrc));
         
         }
      }
  }
 
  
 if (Clip == 1)
 {
 clip(-0.1);
 }
 
    
     //////////////////////////////////
     //
     o.Gloss = tex.a;
     o.Alpha = tex.a * _Color.a;
     o.Specular = _Shininess;
     
 }
 ENDCG
 }
 
 FallBack "Specular"
 }
 
 
                 
                error-shader.png 
                (26.2 kB) 
               
 
              
               Comment
              
 
               
              Answer by akillingbeck · Sep 05, 2017 at 12:08 PM
Post shader code please
I believe you need to specify the albedo color for when the if (ClipAmount < _StartAmount) condition fails.
Your answer
 
 
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