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Question by Dave-Carlile · Nov 26, 2012 at 04:14 PM · shaderimage-effects

How does the editor know what shader to use when adding an ImageEffect script?

When adding an image effect (e.g. GrayscaleEffect) to a camera game object, Unity automatically fills in the shader property on the ancestor ImageEffectBase. I don't see any code in the GrayscaleEffect class that tells Unity which shader to use by default, so how does Unity know this?

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avatar image APProjects · Jan 01, 2013 at 06:13 PM 0
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I see, it's a little bit old question. I also wonder. I edited the GrayscaleEffect and some other shaders saved them with other name, then I wrote the script. But I wasn't able to make it automatically assign the shader. This is annoying. Could you figure it out already?

avatar image Dakwamine · Jan 01, 2013 at 08:15 PM 0
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What if you try to add this effect in a new project?

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Answer by Dakwamine · Jan 01, 2013 at 09:11 PM

Does my answer in this question gives you the info you needed? http://answers.unity3d.com/questions/372629/how-unity-assigns-image-effect-shaders-to-their-sc.html

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avatar image Dave-Carlile · Jan 02, 2013 at 02:21 AM 1
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Thank you! I've never noticed that you can set properties on a script asset like that. Looks like it only supports certain data types though - at least many of the public properties I have don't show up as properties I can set there. Probably just ScriptableObject or $$anonymous$$onoBehaviour properties I would guess.

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