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Question by MrrGingerNinja · Mar 17, 2015 at 03:48 PM · graphicstexture2dshader writing

Custom Shader with 6 Textures Not Loading Properly

Hi internet,

So, I'm currently in the process of writing a custom Shader (my first ever!) and I am trying to get it set up in a way where I pass it 6 textures from a script, which is set up, and then each texture is loaded individually as a face of a cube (in my case, 6 script-generated mesh faces).

The below is the Shader currently:

 Shader "DefaultCube" {
     Properties {
         _Color ( "Color", Color ) = ( 1, 1, 1, 1 )
 
         _XPos ( "XPos", 2D ) = "white" { }
         _XNeg ( "XNeg", 2D ) = "white" { }
         _YPos ( "YPos", 2D ) = "white" { }
         _YNeg ( "YNeg", 2D ) = "white" { }
         _ZPos ( "ZPos", 2D ) = "white" { }
         _ZNeg ( "ZNeg", 2D ) = "white" { }
     }
 
     SubShader {
         Tags { "Queue" = "Transparent" }
 
         Pass {
             SetTexture [_XPos] { combine texture }
         }
 
         Pass {
             SetTexture [_XNeg] { combine texture }
         }
 
         Pass {
             SetTexture [_YPos] { combine texture }
         }
 
         Pass {
             SetTexture [_YNeg] { combine texture }
         }
 
         Pass {
             SetTexture [_ZPos] { combine texture }
         }
 
         Pass {
             SetTexture [_ZNeg] { combine texture }
         }
     }
 
     Fallback "Diffuse"
 }

I know this method is incorrect; it currently uses the _ZNeg texture to render since this is the final pass.

Is there a way to do this? I'm really stuck here; I've never written a Shader before so it's a challenge.

Thanks to anyone who can point me in the right direction for this.

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