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Question by Bryan 4 · Mar 24, 2011 at 05:00 PM · shadermaterial

Shader Property issue.

I'm having an issue with getting a shader to work in unity. (Decal Framework- blood flow).

Errors to the console all are similar to "Material doesn't have a texture property '_RampMap' UnityEditor.DockArea:OnGUI()"

Also for _MainTex, _SourceBumpMap, _Shininess, _SpecColor, and _Color

However the shader has these lines in its properties.

Properties {

_Color ("Main Color", Color) = (1,1,1,1)

_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0)

_Shininess ("Shininess", Range (0.01, 1)) = 0.078125

_MainTex ("Base (RGB) FluidHeight (A)", 2D) = "white" {}

_SourceBumpMap ("Bumpmap of source surface(RGB)", 2D) = "bump" {}

_RampMap ("Blood Ramp Map",2D) = "white" {}

}

Why can I not add this shader to a new material?

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Answer by Owen-Reynolds · Mar 24, 2011 at 10:59 PM

I got this error trying to write the CGPROGRAM part (which you may not even have, which is fine.) It was because I needed to (re?)declare _SecondaryTex, down below.

If you have a CGPROGRAM part, you should see sampler2D _MainTex; down there. Add a similar line for your new texture.

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avatar image Peter G · Mar 25, 2011 at 12:22 AM 0
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I don't think your understanding of shaders is quite right. Declaring a variable in the properties block opens it up to be used in fixed-function shaders. Unity will pass their information to the CGProgram if you request (declare the variable again). Then I think by shader code you mean a CGProgram which isn't necessary to have a shader. And finally, in CG, a square 2d texture is defined as sampler2D not Texture2D.

avatar image Owen-Reynolds · Mar 25, 2011 at 03:39 PM 0
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Thanks. Someone co$$anonymous$$g from HLSL/CG shaders, using FXComposer, doesn't even touch the Fixed Function switches. The standard books have 2 pages on One$$anonymous$$inusDestAlpha in the "History" section. So, no, I only understand the part that goes inside CGPROGRA$$anonymous$$, and just enough of the rest to get by. Editting my response...

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