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Question by Jammer3000 · Dec 18, 2012 at 03:38 PM · shaderlightdiffuse

Shader errors

Hi I am working on the HotShot Unity3 GameDevelopment book right now and I am getting a lot of errors, I will post a few and the shader code is below, I am used to coding, but not shader coding. Please Help

Here are some of the errors: Material doesn't have a float or range property '_Glossiness' UnityEditor.DockArea:OnGUI()

Material doesn't have a color property '_SpecularColor' UnityEditor.DockArea:OnGUI()

Material doesn't have a texture property '_BumpMap' UnityEditor.DockArea:OnGUI()

Shader "My Shader/Toon Rim Light" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _BumpMap ("Bumpmap", 2D) = "bump" {} _AmbientColor ("Ambient Color", Color) = (0.1, 0.1, 1.0) _SpecularColor ("Specular Color", Color) = (0.12, 0.31, 0.47, 1.0) _Glossiness ("Gloss", Range(1.0,512.0)) = 80.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 400 CGPROGRAM //Custom lighting function that uses a texture ramp based on angle between light direction and normal #pragma surface surf RampSpecular sampler2D _MainTex; sampler2D _BumpMap; fixed4 _AmbientColor; fixed4 _SpecularColor; half _Glossiness;

struct Input { float2 uv_MainTex; float2 uv_BumpMap; }

void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex); o.Albedo = c.rgb; o.Alpha = c.a; o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap)); } inline fixed4 LightingRampSpecular (SurfaceOutput s, fixed3 lightDir, fixed3 viewDir, fixed atten) { //Ambient Light fixed3 ambient = s.Albedo _AmbientColor.rgb; //Diffuse fixed NdotL = saturate(dot (s.Normal, lightDir)); //Get the direction of the light source related to the normal of character fixed3 diffuse = s.Albedo _LightColorO.rgb NdotL; //Specular - Gloss fixed3 h = normalize (lightDir + viewDir); //Get the Normalize of the lighting direction and view direction float nh = saturate(dot (s.Normal, h)); //Make sure that the return number isn't lower than 0 or greater than 1 float specPower = pow (nh, _Glossiness); fixed3 specular = _LightColor0.rgb specPower _SpecularColor.rgb; //Result fixed4 c; c.rgb = (ambient + diffuse + specular) (atten 2); c.a = s.Alpha + (_LightColor0.a _SpecularColor.a specPower atten); return c; } ENDCG }
}

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avatar image Adamcbrz · Dec 18, 2012 at 04:20 PM 1
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please put code in a code block.

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