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Question by
uoksana · Dec 08, 2012 at 04:19 AM ·
Shader on MacOs and Window - D3D shader assembly failed with: (15): error X5204:
I wrote shader that draw circle.
Shader "CrossSircleShader2" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_Radius("Radius", Range(0,1)) = 0.5
_Thickness("Thickness", Range(0, 0.1)) = 0.05
}
SubShader {
Tags{"Queue" = "Transparent"}
Pass {
Blend One One
ZWrite off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _Color;
float4 _CrossColor;
float _Radius;
float _Thickness;
sampler2D _MainTex;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uniformUV : TEXCOORD1;
float4 color : COLOR;
float2 normal : TEXCOORD2;
};
float4 _MainTex_ST;
float Intersect(float4 circle, float2 uv)
{
if (length(uv - circle.xy) < circle.z)
{
return 1;
}
return 0;
}
v2f vert (appdata_full v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
o.uniformUV = v.texcoord;
o.normal = float2(1,1);
return o;
}
half4 frag (v2f i) : COLOR
{
//float3 worldNormal = cross(ddy(i.pos.xyz), ddx(i.pos.xyz));
//worldNormal = normalize(worldNormal);
float4 maintex = tex2D(_MainTex, i.uv);
float2 uv = i.uniformUV;
uv -= float2(0.5, 0.5);
float l = length(uv);
if (l > _Radius)
return maintex * 0;
return maintex * maintex.a;
}
ENDCG
}
}
Fallback "Transparent/VertexLit"
}
Shader error in 'CrossSircleShader2': D3D shader assembly failed with: (14): error X5204: Read of uninitialized components(*) in r1: *r/x/0 *g/y/1 *b/z/2 *a/w/3
Shader Assembly: ps_2_0
; 11 ALU, 1 TEX
dcl_2d s0
def c1, -0.50000000, 1.00000000, 0.00000000, 0
dcl t0.xy
dcl t1.xy
texld r2, t0, s0
add r0.xy, t1, c1.x
mul r0.xy, r0, r0
add r0.x, r0, r0.y
rsq r0.x, r0.x
rcp r0.x, r0.x
add r0.x, r0, -c0
cmp_pp r1, -r0.x, r1, c1.z
mul r2, r2, r2.w
cmp_pp r0.x, -r0, c1.y, c1.z
cmp_pp r0, -r0.x, r1, r2
mov_pp oC0, r0
What wrong?
Comment