I am writing a shader and I would like to pass a vec3 along to the input. however everything I could find is always passing either a single float a vec4, texture or number range. Is it possible to send a vanilla vec3 along to a shader in unity?
Properties
{
offset ("formula Offset", Vector) = (0, 0, 0)
}
Doesn't seem to work as I hoped. To get it to compile I have been doing this:
Properties
{
offset ("formula Offset", Vector) = (0, 0, 0, 0)
}
// offset.xyz //Extract relevant data from vector
this just doesn't feel right. Is there a better way?
In Unity, you write shader programs using the HLSL programming language.
Shaderlab files are collections of fixed function settings, vertex, fragment and surface shaders which tell Unity how to render meshes. They allow you to fully specify how an object will be rendered on different types of hardware.
Fragment Shader is a shader program to modify image properties in the render window. It is executed for each pixel and the output is the color info of the pixel. The directive #pragma fragment defines the name of the function of the fragment shader. float4 vert(float4 v:POSITION) : SV_POSITION.
TRANSFORM_TEX(texture coordinate/uvs, Texture variable) is used to transform texture by uvs and scale/bias property of Texture Map.
Looks like when you mark a property as Vector it has to have 4 components. Even the documentation says: "Vector properties are displayed as four number fields."
This really isn't as bad as it looks, just set the last components to zero.
Note that annoyingly the matching variable is NOT "vector", it's "float4".
Full list:
https://stackoverflow.com/a/37749687/294884
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