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               Question by 
               GarrettJohnson · Jul 29, 2017 at 08:21 PM · 
                shaderrenderingmaterialshaders  
              
 
              How does Material's "SetShaderPassEnabled" work?
I can't seem to get "Material.SetShaderPassEnabled" to function the way I understand it to. I have a shader that looks like the following:
     Shader ".../ShaderName" {
         Properties { ... }
         SubShader {
             Tags { ... }
             Pass {
                 Name "BACKSIDE"
                 Cull Front
                 
                 CGPROGRAM
                 // ... render back faces red
                 ENDCG
             }
             Pass {
                 Cull Back 
                 CGPROGRAM
                 // ... render front faces blue
                 ENDCG
             }
     }
And in a script I have a material where I'm trying to toggle rendering the red backfaces on and off:
 // ...
 mat.SetShaderPassEnabled("BACKSIDE", false);
 // ...
 mat.SetShaderPassEnabled("BACKSIDE", true);
 
But it doesn't seem to be doing anything. Am I using it right? Is my shader malformed? Or is there a bug with the function?
Thank you!
Edit: I'm using Unity 2017.1
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              Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                