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Question by Xylord · Apr 24, 2016 at 01:48 AM · unity 5shadershadersshader programmingvertex shader

Very basic shader problem

Hey guys,

I'm trying to get started with shaders, and the very first thing I'm trying to do isn't working.

I just want to vary pixel color with vertex position.

Here is the shader :

 Shader "Custom/FirstAttempt" {
  
     Properties {
         _Tint("Tint", Color) = (1, 1, 1, 1)
     }
        
  
     SubShader {
         Pass {
             CGPROGRAM
             float4 _Tint;
             #pragma vertex MyVertexProgram
             #pragma fragment MyFragmentProgram
  
             #include "UnityCG.cginc"
  
             float4 MyVertexProgram(
                 float4 position : POSITION,
                 out float3 localPosition : TEXCOORD0
                 ) : SV_POSITION {
                 localPosition = position.xyz;
                 return mul(UNITY_MATRIX_MVP, position);
             }
  
             float4 MyFragmentProgram(
                 float3 localPosition : TEXCOORD0
                 ) : SV_TARGET {
  
                 return float4(localPosition, 1);
             }
  
             ENDCG
         }
     }
 }

But all I'm getting with my material using this shader is a black sphere, as if localPosition was always 0.

alt text

Anyone would know what my mistake could be?

shad.png (10.8 kB)
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avatar image Xylord · Apr 24, 2016 at 02:37 AM 0
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Basically re-learned shaders from a better documentation, apparently. It works now!

 #pragma vertex vert
 #pragma fragment frag
 #include "UnityCG.cginc"
 
     struct v2f {
         float4 pos : SV_POSITION;
         fixed3 color : COLOR0;
     };
 
     v2f vert(appdata_base v)
     {
         v2f o;
         o.pos = mul(UNITY_$$anonymous$$ATRIX_$$anonymous$$VP, v.vertex);
         o.color = v.vertex;
         return o;
     }
 
     fixed4 frag(v2f i) : SV_Target
     {
         return fixed4(i.color + 0.5, 1);
     }

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