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Question by boop5 · Aug 24, 2014 at 12:24 AM · shadercguniform

per-vertex data(input) in custom shaders?

I'm currently try to wrap my head around shaders.
What I actually want to do? Implement a Fog of War system like in Age of Empires for example on my unity terrain.

That means I have 3 different transparency states per vertex/tile (0,50,100% or unexplored, explored but not in viewrange, explored and in viewrange)

I'm aware of that I can do something like shader.SetInt("foo", 2); but I don't know how to do this per vertex.

So my question is: How can I pass data to an Shader per-vertex ?

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Answer by robertbu · Aug 24, 2014 at 12:59 AM

Seems to be that you would want to pass this info in the Mesh.colors array. Probably be best to use the 'a' of each color in the array.

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avatar image boop5 · Aug 24, 2014 at 01:06 AM 0
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@robertbu hm, I can't do this with an terrain, right? Well, I didn't mention that I use a terrain, I'll update my question. Well but I could use a second mesh for this one I guess.

Update: Yep this seems to work - so feel free to upgrade your comment to an answer :)

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