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UV scroll animation error
Any help with the following error:
The material property is different from already stored property.
I get it when animating the offset value (UV Scroll) in a material to simulate a wave animation
Hi, Yes im using the following shader and animating it with the unity animator component.
Shader "Dual Texture Blend"
{
Properties {
_Color ("Color Tint (RGB)", Color) = (1,1,1,1)
_$$anonymous$$ainTex ("Texture 01 (RGB)", 2D) = "white" {}
_$$anonymous$$ainTex2 ("Texture 02 (RGB)", 2D) = "white" {}
_$$anonymous$$askBlend ("$$anonymous$$ask Blend (L:Tex1 - R:Tex2)", Range (0, 1)) = 0.5
_AlphaLevel ("Alpha Level", Range (0, 1)) = 0.5
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 400
CGPROGRA$$anonymous$$
#pragma surface surf Lambert alpha
sampler2D _$$anonymous$$ainTex, _$$anonymous$$ainTex2;
fixed3 _Color;
fixed _AlphaLevel, _$$anonymous$$askBlend;
struct Input {
fixed2 uv_$$anonymous$$ainTex;
fixed2 uv_$$anonymous$$ainTex2;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 tex1 = tex2D(_$$anonymous$$ainTex, IN.uv_$$anonymous$$ainTex);
fixed4 tex2 = tex2D(_$$anonymous$$ainTex2, IN.uv_$$anonymous$$ainTex2);
fixed4 mix = lerp(tex1, tex2, _$$anonymous$$askBlend);
o.Albedo = mix.rgb * _Color.rgb;
o.Alpha = mix.a * _AlphaLevel;
}
ENDCG
}
FallBack "Transparent/Diffuse"
}
Answer by Arche-san · Jul 06, 2015 at 02:57 PM
Hey!
I've got the same error when manipulating material shader properties inside an animation.
Here's a step to reproduce it every time :
I can reproduce this issue only when unity editor is playing at the first time (after the error does not appear anymore).
The animation must modify at least 2 properties of the material shader.
The game object which contains the animation must be instantiated after the scene loading.
Here's the shader i'm using to reproduce the error (i'm not a shader expert so the script can contain some mistakes) :
Shader "error/MaterialProperty"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Brightness("Brightness", Range (-2.0,2.0)) = 0
_ColorAdd ("ColorAdd", Color) = (0,0,0,1)
_ColorMult ("ColorMult", Color) = (1,1,1,1)
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
fixed4 _ColorAdd;
fixed4 _ColorMult;
float _Brightness;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = tex2D(_MainTex, IN.texcoord);
c.rgb *= IN.color.rgb * IN.color.a * c.a;
c.a *= IN.color.a;
return c;
}
ENDCG
}
}
}