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Question by car1l2os · May 24, 2018 at 01:55 PM · shadersgraphicsprogramming

Send vertice shader changes to surface shader

Hello, I'm trying to do a shader to curve the world like Subway Surfer does.

I have found a GitHub repo where someone pushes an approximation for it that works cool.

This is the code:

 Shader "Custom/Curved" {
     Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {}
         _QOffset ("Offset", Vector) = (0,0,0,0)
         _Dist ("Distance", Float) = 100.0
     }
     SubShader {
         Tags { "RenderType"="Opaque" }
         Pass
         {
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #include "UnityCG.cginc"
 
                         sampler2D _MainTex;
             float4 _QOffset;
             float _Dist;
             
             struct v2f {
                 float4 pos : SV_POSITION;
                 float4 uv : TEXCOORD0;
             };
 
             v2f vert (appdata_base v)
             {
                 v2f o;
                 float4 vPos = mul (UNITY_MATRIX_MV, v.vertex);
                 float zOff = vPos.z/_Dist;
                 vPos += _QOffset*zOff*zOff;
                 o.pos = mul (UNITY_MATRIX_P, vPos);
                 o.uv = v.texcoord;
                 return o;
             }
 
             half4 frag (v2f i) : COLOR
             {
                 half4 col = tex2D(_MainTex, i.uv.xy);
                 return col;
             }
             ENDCG
         }
     }
     FallBack "Diffuse"
 }

The point is that now I want to send that new vertex positions to the surface shader to be able to have illumination an others.

I have read that I have to delete the fragment shader but I still having the problem that I can not send the new information to the surface shader. This is my nowadays code:

 Shader "Custom/Curve" {
     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
 
 
         _QOffset("Offset", Vector) = (0,0,0,0)
         _Dist("Distance", Float) = 100.0
     }
         SubShader{
         Tags{ "RenderType" = "Opaque" }
         LOD 200
 
         CGPROGRAM
 
 #pragma surface surf Standard fullforwardshadows vertex:vert addshadow
 
 #pragma target 3.0
 
         sampler2D _MainTex;
 
     struct Input {
         float2 uv_MainTex;
     };
 
     half _Glossiness;
     half _Metallic;
     fixed4 _Color;
 
     float4 _QOffset;
     float _Dist;
 
     void vert(inout appdata_full v)
     {
         v.position.x += 10;
     }
 
     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"
 }

As you can see now in the vertex shader I'm jusst trying to add some units to the X position of the vertex because I think that if I achieve that apply the "curved change" would be trivial but If you think It is not going to be that easy I would appreciate if you warn me.

It would be great any help!

Thanks in advance.

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