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Question by chirpywiz711 · Dec 09, 2018 at 12:05 AM · errorshaderserror messageshaderlabshader writing

Invalid Subscript Metallic

I keep getting the message "Shader error in 'Toony Colors Free/Regular': invalid subscript 'Metallic' at line 98 (on d3d11)".

this is my code.

 Shader "Toony Colors Free/Regular"
 {
     Properties
     {
         //TOONY COLORS
         _Color ("Color", Color) = (0.5,0.5,0.5,1.0)
         _HColor ("Highlight Color", Color) = (0.6,0.6,0.6,1.0)
         _SColor ("Shadow Color", Color) = (0.3,0.3,0.3,1.0)
         
         //DIFFUSE
         _MainTex ("Main Texture (RGB)", 2D) = "white" {}
         _Glossiness("Smoothness", Range(0,1)) = 0.5
         _Metallic("Metallic", Range(0,1)) = 0.0
         _BumpMap("Normal Map", 2D) = "bump" {}
 
         
         //TOONY COLORS RAMP
         _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
         
     }
     
     SubShader
     {
         Tags { "RenderType"="Opaque" }
         
         CGPROGRAM
         
         #pragma surface surf ToonyColorsCustom
         #pragma target 3.0
         #pragma glsl
         
         
         //================================================================
         // VARIABLES
         
         fixed4 _Color;
         sampler2D _MainTex;
         
         
         struct Input
         {
             half2 uv_MainTex;
             float2 uv_BumpMap;
         };
         sampler2D _BumpMap;
         half _Glossiness;
         half _Metallic;
 
         //================================================================
         // CUSTOM LIGHTING
         
         //Lighting-related variables
         fixed4 _HColor;
         fixed4 _SColor;
         sampler2D _Ramp;
         
         //Custom SurfaceOutput
         struct SurfaceOutputCustom
         {
             fixed3 Albedo;
             fixed3 Normal;
             fixed3 Emission;
             half Specular;
             half _Glossiness;
             half _Metallic;
             fixed Alpha;
         };
 
         
         inline half4 LightingToonyColorsCustom (SurfaceOutputCustom s, half3 lightDir, half3 viewDir, half atten)
         {
             s.Normal = normalize(s.Normal);
             fixed ndl = max(0, dot(s.Normal, lightDir)*0.5 + 0.5);
             
             fixed3 ramp = tex2D(_Ramp, fixed2(ndl,ndl));
         #if !(POINT) && !(SPOT)
             ramp *= atten;
         #endif
             _SColor = lerp(_HColor, _SColor, _SColor.a);    //Shadows intensity through alpha
             ramp = lerp(_SColor.rgb,_HColor.rgb,ramp);
             fixed4 c;
             c.rgb = s.Albedo * _LightColor0.rgb * ramp;
             c.a = s.Alpha;
         #if (POINT || SPOT)
             c.rgb *= atten;
         #endif
             return c;
         }
         
         
         //================================================================
         // SURFACE FUNCTION
         
         void surf (Input IN, inout SurfaceOutputCustom o)
         {
             fixed4 mainTex = tex2D(_MainTex, IN.uv_MainTex);
             o.Albedo = mainTex.rgb * _Color.rgb;
             o.Metallic = _Metallic;
             o.Smoothness = _Glossiness;
             o.Alpha = mainTex.a * _Color.a;
             o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
 
             
         }
         
         ENDCG
     }
     
     Fallback "Diffuse"
     CustomEditor "TCF_MaterialInspector"
 }
 

,I keep getting message "invalid subscript 'metallic' at line 98 (on d3d11).
This is my shader code.

 Shader "Toony Colors Free/Regular"
 {
     Properties
     {
         //TOONY COLORS
         _Color ("Color", Color) = (0.5,0.5,0.5,1.0)
         _HColor ("Highlight Color", Color) = (0.6,0.6,0.6,1.0)
         _SColor ("Shadow Color", Color) = (0.3,0.3,0.3,1.0)
         
         //DIFFUSE
         _MainTex ("Main Texture (RGB)", 2D) = "white" {}
         _Glossiness("Smoothness", Range(0,1)) = 0.5
         _Metallic("Metallic", Range(0,1)) = 0.0
         _BumpMap("Normal Map", 2D) = "bump" {}
 
         
         //TOONY COLORS RAMP
         _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
         
     }
     
     SubShader
     {
         Tags { "RenderType"="Opaque" }
         
         CGPROGRAM
         
         #pragma surface surf ToonyColorsCustom
         #pragma target 3.0
         #pragma glsl
         
         
         //================================================================
         // VARIABLES
         
         fixed4 _Color;
         sampler2D _MainTex;
         
         
         struct Input
         {
             half2 uv_MainTex;
             float2 uv_BumpMap;
         };
         sampler2D _BumpMap;
         half _Glossiness;
         half _Metallic;
 
         //================================================================
         // CUSTOM LIGHTING
         
         //Lighting-related variables
         fixed4 _HColor;
         fixed4 _SColor;
         sampler2D _Ramp;
         
         //Custom SurfaceOutput
         struct SurfaceOutputCustom
         {
             fixed3 Albedo;
             fixed3 Normal;
             fixed3 Emission;
             half Specular;
             half _Glossiness;
             half _Metallic;
             fixed Alpha;
         };
 
         
         inline half4 LightingToonyColorsCustom (SurfaceOutputCustom s, half3 lightDir, half3 viewDir, half atten)
         {
             s.Normal = normalize(s.Normal);
             fixed ndl = max(0, dot(s.Normal, lightDir)*0.5 + 0.5);
             
             fixed3 ramp = tex2D(_Ramp, fixed2(ndl,ndl));
         #if !(POINT) && !(SPOT)
             ramp *= atten;
         #endif
             _SColor = lerp(_HColor, _SColor, _SColor.a);    //Shadows intensity through alpha
             ramp = lerp(_SColor.rgb,_HColor.rgb,ramp);
             fixed4 c;
             c.rgb = s.Albedo * _LightColor0.rgb * ramp;
             c.a = s.Alpha;
         #if (POINT || SPOT)
             c.rgb *= atten;
         #endif
             return c;
         }
         
         
         //================================================================
         // SURFACE FUNCTION
         
         void surf (Input IN, inout SurfaceOutputCustom o)
         {
             fixed4 mainTex = tex2D(_MainTex, IN.uv_MainTex);
             o.Albedo = mainTex.rgb * _Color.rgb;
             o.Metallic = _Metallic;
             o.Smoothness = _Glossiness;
             o.Alpha = mainTex.a * _Color.a;
             o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
 
             
         }
         
         ENDCG
     }
     
     Fallback "Diffuse"
     CustomEditor "TCF_MaterialInspector"
 }
 
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avatar image chirpywiz711 · Dec 11, 2018 at 02:22 AM 0
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Is it possible to add a metallic map & emissions like on the standard shader, as well as other rendertypes(transparent, fade, etc)?

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