Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Exalia · Dec 10, 2013 at 06:22 PM · errorshaderaccesspropertiesbreak

Accessing shader property breaks shader

Hi there I'm making a basic particle effect shader and would like to pass the position of my particle effect emmitter to the shader. I'm doing this via a script :

 using UnityEngine;
 using System.Collections;
 
 public class ParticleEmitterScript : MonoBehaviour 
 {
     public GameObject emitter;
     // Use this for initialization
     void Start () 
     {
         gameObject.renderer.material.SetVector("_Position", new Vector4(0,0,0,0));
     }
     
     // Update is called once per frame
     void Update () {
     
     }
 }

However when I attach this script my shader stops working as it should. If I attach this script to all particles in my system all particles will follow one path.

Here is my shader :

 Shader "Custom/ParticleShader" 
 {
     Properties 
     {
         _MainTex ("Texture", 2D) = "white" {}
         _Speed ("Particle Speed", Range (0,10)) = 0.5
         _Height ("Particle Height", Range (0,100)) = 80
         _ParticleSpread ("Particle Spread", Range (0,100)) = 20
         _ParticleSize ("Particle Size", Range (0,10)) = 7.8
         _ParticleSystemShape ("System Shape", Range (0,10)) = 1
         _Cutoff ("Cut Off", Range (0,1)) = 0.5
         _Fader ("Fade Point", Range (0,1)) = 0.9
         _Position ("World Position", Vector) = (0,0,0,0)
     }
     Category
     {
         Tags { "Queue" = "Transparent" }
         Blend SrcAlpha OneMinusSrcAlpha
         AlphaTest Greater .01
         ColorMask RGB
         Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
         
         SubShader 
         {
             Pass 
             {
                 CGPROGRAM
                 #pragma vertex vert
                 #pragma fragment frag
                 #include "UnityCG.cginc"
                 
                 sampler2D _MainTex;
                 float4 _Position;
                 float _Speed;
                 float _Height;
                 float _ParticleSpread;
                 float _ParticleSize;
                 float _ParticleSystemShape;
                 float _Cutoff;
                 float _Fader;
                 
                 struct v2f {
                     float4 pos : SV_POSITION;
                     float color : COLOR0;
                     float2 uv : TEXCOORD0;
                 };
                 
                 float4 _MainTex_ST;
                 
                 v2f vert (appdata_base v)
                 {
                     float t = frac(v.vertex.z + _Speed * _Time); 
                     float s = pow(t, _ParticleSystemShape);
                     float3 eyeVector = ObjSpaceViewDir( v.vertex );
                     float3 upVector = float3(0,1,0);
                     float3 sideVector = normalize(cross(eyeVector,upVector));
                     v2f o;
                     o.pos = v.vertex;
                     o.pos.x = _ParticleSpread * s * sin(62.0 * v.vertex.z);
                     o.pos.z = _ParticleSpread * s * cos(163.0 * v.vertex.z);
                     o.pos.y = _Height * t;
                     o.pos.xyz += _ParticleSize * (v.vertex.x * sideVector + v.vertex.y * upVector).xyz;
                     o.pos = mul (UNITY_MATRIX_VP, o.pos);
                     o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                     o.color = _Fader - t;
                     return o;
                 }
                 
                 float4 frag (v2f i) : COLOR
                 {
                     float4 texcol = tex2D(_MainTex, i.uv);
                     if(texcol.a < _Cutoff)
                     {
                         discard;
                     }
                     return i.color * texcol;
                 }
                 ENDCG
             }
         }
     }
 }

Any help would be appreciated

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

16 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

CG Shader Properties Parse Error 1 Answer

Raycasting in script suddenly stopped working 1 Answer

Shader compiler error - failed to read correct magic number 2 Answers

Errors with ENDCG in shaders 1 Answer

why there is a parsing error at the END ? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges