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Question by davidflynn2 · Dec 30, 2012 at 04:42 PM · shaderdx11

Rim Shader Errors

This rim shader is throwing the following erros any one able to healp me?

Program'ver_serf', implicit truncation of vector type (compiling for d3d11) at line 18

Program'ver_serf', implicit truncation of vector type (compiling for d3d11_9x) at line 18

Program'ver_serf', implicit truncation of vector type (compiling for d3d11) at line 19

Program'ver_serf', implicit truncation of vector type (compiling for d3d11_9x) at line 19

Program'ver_serf', implicit truncation of vector type (compiling for d3d11) at line 21

Program'ver_serf', implicit truncation of vector type (compiling for d3d11_9x) at line 21

Program'ver_serf','vert':output parameter 'o' not completely intialized(compiling for d3d11)at line 89 Program'ver_serf','vert':output parameter 'o' not completely intialized(compiling for d3d11_9x)at line 89

 Shader "Rim"
 {
     Properties 
     {
 _RimPower("Power of the rim", Range(0,1) ) = 0.5
 _RimColor("Color of the rim", Color) = (1,0.7342659,0,1)
 _AlphaRimPower("_AlphaRimPower", Range(0,10) ) = 0
 _ShieldTexture("_ShieldTexture", 2D) = "black" {}
 _TimeSpeed("_TimeSpeed", Float) = 0
 _ShieldTex2("ShieldTex2", 2D) = "black" {}
 
     }
     
     SubShader 
     {
         Tags
         {
 "Queue"="Transparent+17"
 "IgnoreProjector"="False"
 "RenderType"="Transparent"
 
         }
 
         
 Cull Back
 ZWrite On
 ZTest LEqual
 ColorMask RGBA
 Blend SrcAlpha OneMinusSrcAlpha
 Fog{
 }
 
 
         CGPROGRAM
 #pragma surface surf BlinnPhongEditor  vertex:vert
 #pragma target 2.0
 
 
 float _RimPower;
 float4 _RimColor;
 float _AlphaRimPower;
 sampler2D _ShieldTexture;
 float _TimeSpeed;
 sampler2D _ShieldTex2;
 
             struct EditorSurfaceOutput {
                 half3 Albedo;
                 half3 Normal;
                 half3 Emission;
                 half3 Gloss;
                 half Specular;
                 half Alpha;
                 half4 Custom;
             };
             
             inline half4 LightingBlinnPhongEditor_PrePass (EditorSurfaceOutput s, half4 light)
             {
 half3 spec = light.a * s.Gloss;
 half4 c;
 c.rgb = (s.Albedo * light.rgb + light.rgb * spec);
 c.a = s.Alpha;
 return c;
 
             }
 
             inline half4 LightingBlinnPhongEditor (EditorSurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
             {
                 half3 h = normalize (lightDir + viewDir);
                 
                 half diff = max (0, dot ( lightDir, s.Normal ));
                 
                 float nh = max (0, dot (s.Normal, h));
                 float spec = pow (nh, s.Specular*128.0);
                 
                 half4 res;
                 res.rgb = _LightColor0.rgb * diff;
                 res.w = spec * Luminance (_LightColor0.rgb);
                 res *= atten * 2.0;
 
                 return LightingBlinnPhongEditor_PrePass( s, res );
             }
             
             struct Input {
                 float2 uv_ShieldTexture;
 float2 uv_ShieldTex2;
 float3 viewDir;
 
             };
 
             void vert (inout appdata_full v, out Input o) {
 float4 VertexOutputMaster0_0_NoInput = float4(0,0,0,0);
 float4 VertexOutputMaster0_1_NoInput = float4(0,0,0,0);
 float4 VertexOutputMaster0_2_NoInput = float4(0,0,0,0);
 float4 VertexOutputMaster0_3_NoInput = float4(0,0,0,0);
 
 
             }
             
 
             void surf (Input IN, inout EditorSurfaceOutput o) {
                 o.Normal = float3(0.0,0.0,1.0);
                 o.Alpha = 1.0;
                 o.Albedo = 0.0;
                 o.Emission = 0.0;
                 o.Gloss = 0.0;
                 o.Specular = 0.0;
                 o.Custom = 0.0;
                 
 float4 Tex2D0=tex2D(_ShieldTexture,(IN.uv_ShieldTexture.xyxy).xy);
 float4 Tex2D1=tex2D(_ShieldTex2,(IN.uv_ShieldTex2.xyxy).xy);
 float4 Divide0=Tex2D0 / Tex2D1;
 float4 Multiply1=Divide0 * _RimColor;
 float4 Fresnel0_1_NoInput = float4(0,0,1,1);
 float4 Fresnel0=(1.0 - dot( normalize( float4( IN.viewDir.x, IN.viewDir.y,IN.viewDir.z,1.0 ).xyz), normalize( Fresnel0_1_NoInput.xyz ) )).xxxx;
 float4 Pow0=pow(Fresnel0,_RimPower.xxxx);
 float4 Multiply0=_RimColor * Pow0;
 float4 Fresnel1_1_NoInput = float4(0,0,1,1);
 float4 Fresnel1=(1.0 - dot( normalize( float4( IN.viewDir.x, IN.viewDir.y,IN.viewDir.z,1.0 ).xyz), normalize( Fresnel1_1_NoInput.xyz ) )).xxxx;
 float4 Pow1=pow(Fresnel1,_AlphaRimPower.xxxx);
 float4 Saturate0=saturate(Pow1);
 float4 Master0_1_NoInput = float4(0,0,1,1);
 float4 Master0_3_NoInput = float4(0,0,0,0);
 float4 Master0_4_NoInput = float4(0,0,0,0);
 float4 Master0_7_NoInput = float4(0,0,0,0);
 float4 Master0_6_NoInput = float4(1,1,1,1);
 o.Albedo = Multiply1;
 o.Emission = Multiply0;
 o.Alpha = Saturate0;
 
                 o.Normal = normalize(o.Normal);
             }
         ENDCG
     }
     Fallback "Diffuse"
 }
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