Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Reverend-Speed · Sep 15, 2019 at 04:04 PM · shadergraphicsmodelnormals

How am I implementing this grass shader incorrectly?

Hey folks,

I'm trying to follow this tutorial, but I'm running into problems.. can anybody suggest a solution?

I'm supposed to be getting a response like this... alt text

...but instead, my model is showing up as this: alt text

I assume this is to do with the relative positions of the origins on the respective models. Presuming this is to do with world origins... but trying to subtract -5 from the normalised values seems to do very little. My code is as follows...

 Shader "RS/LRGrass"
 {
     Properties
     {
         _Color        ("Color", Color)            = (1,1,1,1)
         _MainTex    ("Albedo (RGB)", 2D)        = "white" {}
         _Glossiness ("Smoothness", Range(0,1))    = 0.5
         _Metallic    ("Metallic", Range(0,1))    = 0.0
  
         _WindTex ("Wind Texture", 2D) = "white" {}
         _WorldSize    ("World Size", vector)        = (1,1,1,1)
         _WindSpeed ("Wind Speed", vector)        = (1,1,1,1)
     }
     SubShader
     {
         Tags { "RenderType"="Opaque" }
         LOD 200
  
         Pass
         {
             CGPROGRAM
  
             #pragma vertex vert
             #pragma fragment frag
            
             struct vertexInput
             {
                 float4 vertex : POSITION;
                 float3 normal : NORMAL;
             };
  
             struct vertexOutput
             {
                 float4 pos : SV_POSITION;
                 float3 normal : NORMAL;
                 float2 sp : TEXCOORD0; //Test sample position
             };
  
             sampler2D    _WindTex;
             vector        _WorldSize;
             vector        _WindSpeed;
  
             vertexOutput vert(vertexInput input)
             {
                 vertexOutput output;
  
                 // convert input to clip and world space
                 output.pos        = UnityObjectToClipPos(input.vertex);
                 float4 normal4    = float4(input.normal, 0.0f);
                 output.normal    = normalize(mul(normal4, unity_WorldToObject).xyz);
  
                 // get vertex world position
                 float4 worldPos = mul(input.vertex, unity_ObjectToWorld);
                 // normalize position based on world Size
                 float2 samplePos = worldPos.xz / _WorldSize.xz;
  
                 // scroll sample position based on time
                 // samplePos += _Time.x * _WindSpeed.xy;
  
                 // Sample wind texture
                 //float windSample = tex2Dlod (_WindTex, float4(samplePos, 0, 0));
  
                 output.sp = samplePos; // Test sample position.
  
                
  
                 return output;
             };
            
             float4 frag (vertexOutput input) : COLOR
             {
                 return float4(input.sp.x, 0, 0, 1); // Temporary measure!
             };
  
             ENDCG
         }
  
         /*
         CGPROGRAM
         // Physically based Standard lighting model, and enable shadows on all light types
         #pragma surface surf Standard fullforwardshadows
        
         // Use shader model 3.0 target, to get nicer looking lighting
         #pragma target 3.0
  
         sampler2D _MainTex;
  
         struct Input
         {
             float2 uv_MainTex;
         };
  
         half _Glossiness;
         half _Metallic;
         fixed4 _Color;
  
         // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
         // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
         // #pragma instancing_options assumeuniformscaling
         UNITY_INSTANCING_BUFFER_START(Props)
             // put more per-instance properties here
         UNITY_INSTANCING_BUFFER_END(Props)
  
         void surf (Input IN, inout SurfaceOutputStandard o)
         {
             // Albedo comes from a texture tinted by color
             fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
             o.Albedo = c.rgb;
             // Metallic and smoothness come from slider variables
             o.Metallic = _Metallic;
             o.Smoothness = _Glossiness;
             o.Alpha = c.a;
         }
         ENDCG
         */
     }
     FallBack "Diffuse"
 }

 

Can anybody help me out with this? Really confused here and I'd like to have it sorted soon...!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

193 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Implementing Custom Vertex Lighting Shader 1 Answer

What are normals? 1 Answer

cast shadow - export lightmap from 3ds max to unity 2 Answers

Culling part of a sprite in Sprite Manager 2 1 Answer

How to remove URP from the project 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges