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double sided transparent shader
Hi All, I have a shader I have been using a lot last year / that is all of a sudden giving me the error:
'vert': output parameter 'o' not completely initialized Compiling Vertex program with DIRECTIONAL Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR
I dont understand...
Here is the shader:
Shader "PaperDolls/DoubleSidedAlphaClip"
{
Properties
{
_MainTex("Base (RGB) Gloss (A)", 2D) = "white" {}
_Clipping("_Clipping", Range(0,1) ) = 0.5
}
SubShader
{
Tags
{
"Queue"="Geometry"
"IgnoreProjector"="False"
"RenderType"="Opaque"
}
Cull Off
ZWrite On
ZTest LEqual
ColorMask RGBA
Fog{
}
CGPROGRAM
#pragma surface surf BlinnPhongEditor vertex:vert
#pragma target 2.0
sampler2D _MainTex;
float _Clipping;
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_MainTex;
};
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(_MainTex,(IN.uv_MainTex.xyxy).xy);
float4 Subtract0=Tex2D0.aaaa - _Clipping.xxxx;
float4 Master0_1_NoInput = float4(0,0,1,1);
float4 Master0_2_NoInput = float4(0,0,0,0);
float4 Master0_3_NoInput = float4(0,0,0,0);
float4 Master0_4_NoInput = float4(0,0,0,0);
float4 Master0_5_NoInput = float4(1,1,1,1);
float4 Master0_7_NoInput = float4(0,0,0,0);
clip( Subtract0 );
o.Albedo = Tex2D0;
o.Normal = normalize(o.Normal);
}
ENDCG
}
Fallback "Diffuse"
}
THANKS!!
~Be
Answer by Piyush_Pandey · Aug 30, 2018 at 05:33 AM
You have the out variable uninitialised. All you have to do is initialise in the vertex function. Just replace the vertex function with
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(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);
}
You can see that i just added the line UNITY_INITIALIZE_OUTPUT(Input, o);
only. I have tested it in Unity 2017.2 and it works