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Question by DannyDarkox · Apr 03, 2018 at 04:42 AM · c#unity 5camerashader

Changing shaders in a game during runtime

So the basic idea I want in my game is any "Environment" object in the way between the player and the camera to change to a transparent shader so you can see the player. I have the raycast correctly calculating the buildings. I also want to revert back to the original shader once the raycast is not touching the object anymore. I have a shader that makes objects transparent, however once I apply the shader to the Environment object it turns pink and I am unsure why.

Here's the code I have so far in my FixedUpdate function:

        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         Vector3 fwd = transform.TransformDirection(Vector3.forward);
         Debug.DrawRay(transform.position, Vector3.forward);
 
         if (Physics.Raycast(transform.position, fwd, out hit))
         {
             if (hit.collider.gameObject.tag == "Environment")
             {
                 Transform objectHit = hit.transform;
 
                 objectHit.GetComponent<Renderer>().material.shader = Shader.Find("ToonLitOutlineTransparent");
                 Debug.Log("Building has been hit");
             }
 
         }

I am unsure how to solve this problem and any help would be appreciated.

EDIT: Just an FYI when i drag the shader through in my scene view, it works fine. It just turns pink at runtime so I assume there is a conflicting error.

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avatar image dev-waqas · Apr 03, 2018 at 05:27 AM 0
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Pink color shows a shader compile error. A good way might be to change material ins$$anonymous$$d of just the shader.

avatar image DannyDarkox dev-waqas · Apr 03, 2018 at 05:42 AM 0
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So ins$$anonymous$$d of calling the shader, create a material with the shader on and use that?

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Answer by mgear · Apr 03, 2018 at 05:58 AM

If its pink in build, that could mean shader is not included in the build. Can assign it to Always included shaders from Edit/Project Settings/Graphics other ways of always including it: https://docs.unity3d.com/ScriptReference/Shader.Find.html

Otherwise could also check if the Shader.Find returns null.

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