Question by
Lion345elmejor · Oct 11, 2021 at 01:26 PM ·
shaders
Error Shader: not enough actual parameters for macro 'TRANSFORM_TEX' undeclared identifier 'TRANSFORM_TEX' at line 138 (on d3d11)
Shader "Mobile/toque" { Properties { _MainTex ("Texture", 2D) = "white" {} _Golpe("toque del agua",Vector) = (0,0,0,0) _largorolas( "largorolas",Float )=10
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
CGPROGRAM
#pragma surface surf Standard fullforwardshadows vertex:vert addshadows // make fog work
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct Input
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D MainTex;
float4 _MainTex_ST;
float4 _Golpe;
float3 _largorolas;
float Insterseccion(inout float3 tangent,inout float3 bitangent , inout float3 normal) {
float2 dit = normalize(_largorolas.xy);
tangent += bitangent.z * normal.y - normal.z * bitangent.y,bitangent.z* normal.x - normal.x * bitangent.z,normal.x* bitangent.y - normal.y * bitangent.x;
bitangent += tangent.z * normal.y - normal.z * tangent.y, tangent.z* normal.x - dit.x * tangent.z, normal.x* tangent.y - normal.y * tangent.x;
float3 w = (tangent,bitangent,0);
float3 toque = -normal * (tangent - _Golpe) / dot(normal, w);
return toque;
}
void vert(inout appdata v, out Input o)
{
float3 tangent = (1,0,0);
float3 bitangent = (0,1,0);
float3 normal=v.normal;
float3 p;
p += Insterseccion(tangent, bitangent, normal);
v.vertex.xyz += p;
}
void surf(Input IN, inout SurfaceOutputStandard o) {
float4 c = tex2D(MainTex, IN.uv);
o.Albedo = c.rgb;
}
ENDCG
}
}
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