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Question by Mischa · Aug 29, 2011 at 02:47 PM · shadermaterialuvsurface shader

uv array and surface shader?

I'd like to write a custom surface shader to display some colored dots. The uv coords where those dots should be rendered is examined through raycasts.

I have 10 raycast hits on a object. At the position of any hit I want to display a colored dot. Now I get the mesh UV coordinates for each hit. How can I pass them to a shader so I know where to render a different color?

Any thoughts? :)


Edit: more detailed question

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avatar image equalsequals · Aug 29, 2011 at 04:12 PM 0
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I'm confused - shaders already take the UV coordinates of a mesh into account every pass, so they'd already be passed in every frame.

avatar image Mischa · Aug 30, 2011 at 06:40 AM 0
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Sorry for being unclear.. i'll try to explain better :)

I like to render some pixels in another color: I have 10 raycast hits on a object. At the position of any hit I want to display a colored dot. Now I get the mesh UV coordinates for each hit. How can I pass them to a shader so I know where to render a different color?

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