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Question by josephgarrad16 · May 02, 2021 at 07:33 PM · shaderposition

Passing a position multiple times into a shader in unity,passing a position multiple times into a shader in unity?

I am trying to create a track in unity by using nodes, this works however to show the track i am trying to use a shader that changes the textures at the position of the node. This how ever only chnages the texture for the first node and then stops. is this a shader limitation or am i missing something?

Shader code:

Properties { _NodePos("Node position", vector) = (0.0, 0.0, 0.0, 0.0) _Dist("Distance", float) = 5.0 _MainTex("Texture", 2D) = "white" {} _SecondayTex("Secondary texture", 2D) = "white"{} _NumOfPeices("Pieces",float) = 5.0 _Color("colour", Color) = (1,1,1,0.5) _isdone("isdone",float) = 0.0 } SubShader { Tags { "RenderType" = "Opaque" }

     Pass
     {
         CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag
         #pragma target 4.0
         #include "UnityCG.cginc"

         struct v2f {
             float4 pos : SV_POSITION;
             float2 uv : TEXCOORD0;
             float4 worldPos : TEXCOORD1;
         };

         v2f vert(appdata_base v)
         {
             v2f o;
             // We compute the world position to use it in the fragment function
             o.worldPos = mul(unity_ObjectToWorld, v.vertex);
             o.pos = UnityObjectToClipPos(v.vertex);
             o.uv = v.texcoord;
             return o;
         }
         uniform float4 _Color;
         float4 _NodePos;
         sampler2D _MainTex;
         sampler2D _SecondayTex;
         float _Dist;
        float _NumOfPeices;
        float _isdone;
        fixed4 frag(v2f i) : SV_Target
        {
            // Depending on the distance from the player, we use a different texture
          
             if (distance(_NodePos.xyz, i.worldPos.xyz) < _Dist)
             {

             return tex2D(_SecondayTex, i.uv);
             }
              else
                  return tex2D(_MainTex, i.uv);
                
            
         }

         ENDCG
     }
 }

Script code to give the position:

public void createDirtTrack() { foreach (NodeScript n in GD.path) { if (GD.path.Contains(n)) {

             Mat.SetVector("_NodePos", n.worldPos);
             Mat.SetFloat("_Dist", Radius);
         }
     }}

Final result in the unity scene: enter image description here

Any help would be greatly appreciated,I am trying to create a track in unity by using nodes, this works however to show the track i am trying to use a shader that changes the textures at the position of the node. This how ever only chnages the texture for the first node and then stops. is this a shader limitation or am i missing something?

Shader code:

Properties { _NodePos("Node position", vector) = (0.0, 0.0, 0.0, 0.0) _Dist("Distance", float) = 5.0 _MainTex("Texture", 2D) = "white" {} _SecondayTex("Secondary texture", 2D) = "white"{} _NumOfPeices("Pieces",float) = 5.0 _Color("colour", Color) = (1,1,1,0.5) _isdone("isdone",float) = 0.0 } SubShader { Tags { "RenderType" = "Opaque" }

     Pass
     {
         CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag
         #pragma target 4.0
         #include "UnityCG.cginc"

         struct v2f {
             float4 pos : SV_POSITION;
             float2 uv : TEXCOORD0;
             float4 worldPos : TEXCOORD1;
         };

         v2f vert(appdata_base v)
         {
             v2f o;
             // We compute the world position to use it in the fragment function
             o.worldPos = mul(unity_ObjectToWorld, v.vertex);
             o.pos = UnityObjectToClipPos(v.vertex);
             o.uv = v.texcoord;
             return o;
         }
         uniform float4 _Color;
         float4 _NodePos;
         sampler2D _MainTex;
         sampler2D _SecondayTex;
         float _Dist;
        float _NumOfPeices;
        float _isdone;
        fixed4 frag(v2f i) : SV_Target
        {
            // Depending on the distance from the player, we use a different texture
          
             if (distance(_NodePos.xyz, i.worldPos.xyz) < _Dist)
             {

             return tex2D(_SecondayTex, i.uv);
             }
              else
                  return tex2D(_MainTex, i.uv);
                
            
         }

         ENDCG
     }
 }

Script code to give the position:

public void createDirtTrack() { foreach (NodeScript n in GD.path) { if (GD.path.Contains(n)) {

             Mat.SetVector("_NodePos", n.worldPos);
             Mat.SetFloat("_Dist", Radius);
         }
     }}

Final result in the unity scene: enter image description here

Any help would be greatly appreciated

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