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shaders not compiling properly in monodevelop?
hi, im having real trouble with some simple custom shaders - using the latest patch of 2017 and monodevelop - i paste the code into a shader file but when i hot compile in monodevelop it doesnt show up in the shader drop down list, unless i go back to monodevelop and save the code using 'save as', so then it appears, but i get an error that this shader and fallbacks are not supported on this gpu - ive got an nvidia gtx 1050, so i cant imagine its not supported, plus its a very simple shader... also it appears its not compiling properly because in the script there is code for main_tex, but in the shaderthere is no space to put a texture?
any help please?
paul uk
Shader "Cg shader for billboards" {
Properties {
_MainTex ("Texture Image", 2D) = "white" {}
_ScaleX ("Scale X", Float) = 1.0
_ScaleY ("Scale Y", Float) = 1.0
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// User-specified uniforms
uniform sampler2D _MainTex;
uniform float _ScaleX;
uniform float _ScaleY;
struct vertexInput {
float4 vertex : POSITION;
float4 tex : TEXCOORD0;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float4 tex : TEXCOORD0;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
output.pos = mul(UNITY_MATRIX_P,
mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0))
+ float4(input.vertex.x, input.vertex.y, 0.0, 0.0)
* float4(_ScaleX, _ScaleY, 1.0, 1.0));
output.tex = input.tex;
return output;
}
float4 frag(vertexOutput input) : COLOR
{
return tex2D(_MainTex, float2(input.tex.xy));
}
ENDCG
}
}
}
also - i know this shader works because ive seen it work in a youtube tutorial - its very basic - unless the code is out of date, but i dont think its that old...
If it was a tutorial, if depends on that unity version used. You should see in the inspector when selecting the shader in the project view what's wrong with it.
Your answer
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