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Question by miketucker · Nov 04, 2011 at 06:55 PM · shaderglslporting

Porting GLSL Shader: Dotted

I'm having difficulty porting a GLSL shader to Unity. Mainly the problem is what to do with the Uniform variables. Do these become properties? or exist in their own category? Besides that, the rest of the code should be ok.

 Shader "BitShader"
 {
     Properties
     {
            // This allows to choose the texture from the Editor
            _MainTex ("Base (RGB)", 2D) = "white" {}

not sure what to do with these:

uniforms: {

uDirLightPos: { type: v3, value: new THREE.Vector3() }, uDirLightColor: { type: c, value: new THREE.Color( 0xeeeeee ) },

uAmbientLightColor: { type: c, value: new THREE.Color( 0x050505 ) },

uBaseColor: { type: c, value: new THREE.Color( 0xffffff ) }, uLineColor1: { type: c, value: new THREE.Color( 0x000000 ) }

}

     SubShader
     {
         Tags { "Queue" = "Geometry" }
         Pass
         {
         GLSLPROGRAM
         #ifdef VERTEX

         varying vec3 vNormal;

         void main() {

             gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
             vNormal = normalize( normalMatrix * normal );

         }


         #endif

         #ifdef FRAGMENT
     

         uniform vec3 uBaseColor;,
         uniform vec3 uLineColor1;
         uniform vec3 uLineColor2;
         uniform vec3 uLineColor3;
         uniform vec3 uLineColor4;
         
         uniform vec3 uDirLightPos;
         uniform vec3 uDirLightColor;
         uniform vec3 uAmbientLightColor;

         varying vec3 vNormal;

         void main() {

             float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);
             vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
             
             gl_FragColor = vec4( uBaseColor, 1.0 );

             if ( length(lightWeighting) < 1.00 ) {

                 if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {

                     gl_FragColor = vec4( uLineColor1, 1.0 );

                 }

             }

             if ( length(lightWeighting) < 0.50 ) {

                 if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {

                     gl_FragColor = vec4( uLineColor1, 1.0 );

                 }

             }

         }

     
         #endif
         ENDGLSL
         }
     }
 }
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