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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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