Hello all,
I cannot make SetGlobalFloat (or any shader static function) to work, and I don’t understand why.
Here is the really simple test code I use :
using UnityEngine;
using System.Collections;
public class TestGlobalShader : MonoBehaviour {
// Use this for initialization
void Start () {
m_value = 0.0f;
}
// Update is called once per frame
void Update ()
{
if(Input.GetKeyDown(KeyCode.A))
{
m_value = Mathf.Abs(1.0f-m_value);
Shader.SetGlobalFloat("_test", m_value);
}
}
float m_value;
}
with this really simple shader :
Shader "EADS/TestGlobalShader" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_test("_test",Float) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
float _test;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
if(_test == 1)
{
o.Albedo = 0;
}
else
{
o.Albedo = c.rgb;
}
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
when hitting ‘A’, the color should turn black. It works fine when I set the “test” property manually, but not when I’m doing it with SetGlobalFloat.
Can Someone help me ?