I'd like to define an array of floats in my shader, something like this:
Properties
{
_TilesX ("Tiles X", Int) = 10
_TilesY ("Tiles Y", Int) = 10
_TileData1 ("Tile data", Float[]) = {} // THIS!!!
_Texture1 ("Texture odd", 2D) = "white" {}
_Texture2 ("Texture even", 2D) = "white" {}
}
I'm trying to create a single plane that I'll use as a grid and I want to modify the _TileData1 at run-time to change the Y offset of a tile. I'm using _TilesX and _TilesY to get a 2d position of the tile from a 1d array.
Just to be clear, I just want to find out how to define a property type of float[]
since I couldn't find how to do so on Unity's manual pages or forums.
You can't use properties for float[]
. But you can use them as variables in your shader and set them from script:
In your shader:
CGPROGRAM
int _SegmentsCount = 0;
float _Segments[1000];
void surf (Input IN, inout SurfaceOutput o) {
for (int i = 0; i < _SegmentsCount; i++) {
// This is obsviously just an example,
// avoid loops in shaders if you can help it.
}
}
ENDCG
Then in your script:
float [] array = new float[] { 0.25f, 0.75f };
material.SetFloatArray("_Segments", array);
material.SetInt("_SegmentsCount", 2);
renderer.material = material;
I didn't think so, as I'd never seen it, but I thought I'd take a search around and I ran across this thread where the person answering the question says this (emphasis mine):
You can set arrays from script using
SetFloatArray
,SetVectorArray
, andSetColorArray
as of 5.4, but you can't define an array in the properties. Basically this means you can still set the value and have it defined in the CGPROGRAM block to be used, but it won't be serialized / saved by the material asset or show up in the material editor. It's an odd omission, especially since texture arrays are supported as properties (though texture arrays are a specific type of texture sampler rather than an array of texture properties like color arrays).
So you would be able to use it in the calculation, but you would only be able to modify the value via MonoBehaviour script (and would need to).
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