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Question by aayars · Jul 08, 2010 at 02:25 AM · shadertexture

[Unity3] How can I fix this shader 'texture' syntax error under 3.0?

Hi,

Test driving the 3.0 Beta here, hope it's okay to ask a bleeding edge question. I'm encountering the following error when trying to use the ForceField shader from the Wiki:

Shader error in 'Shield': GLSL vertex shader: ERROR: 0:289: 'texture' : syntax error syntax error at line 16 Shader error in 'Shield': Shader program had errors at line 17

The referenced code is:

 15       Pass {            
 16           CGPROGRAM
 17           #pragma vertex vert
 18           #pragma fragment frag
 19           #pragma fragmentoption ARB_fog_exp2
 20           #include "UnityCG.cginc"

Any pointers how I could get this working under 3.0? I checked the included docs, but the syntax still looks the same in there. I realize the syntax may be tentative and I might have to change it again, just want to get it working for the time being.

Thanks

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avatar image Ricardo · Jul 08, 2010 at 07:31 AM 0
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$$anonymous$$, as a recommendation, unity3 is a better tag than beta, as it has long-term relevance.

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Answer by aayars · Jul 08, 2010 at 02:31 AM

Ack, I just needed to stare at the error longer.

Seems that "texture" is a keyword now. It is used as a variable name later in the shader. I changed the variable name, and it now compiles fine.

I withdraw this question :-)

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avatar image Ricardo · Jul 08, 2010 at 07:28 AM 1
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Actually let it remain, as it will be useful for others. Have an upvote for researching your own problem ins$$anonymous$$d of sitting around waiting for a reply. :-)

avatar image qJake · Jul 08, 2010 at 07:52 AM 2
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Be sure to checkmark your answer in 48 hours, so people know you solved your problem. :)

avatar image Aras ♦♦ · Jul 11, 2010 at 11:22 AM 0
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"texture" is not a keyword per se, but becomes a keyword when shader is compiled into OpenGL ES 2.0 for iPhone/Android (which is on by default). You could add "#pragma exclude_renderers gles" to your shader to make it not compile into that target if you're sure you won't need it.

But yeah, probably best to avoid na$$anonymous$$g variables "texture".

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