I have a object called shield childed to my space craft on the chiled is a shader called Rim it has a color selecter called Color of the rim. Is there any way I can axcess this color choice via C# script. I would like to make it so that I can change its color as the ship takes damage.
Here is the rim shaders code and I would like to axcess it from a script on my ship wich is the top object the parent of the shield.
Shader "Rim"
{
Properties
{
_RimPower("Power of the rim", Range(0,1) ) = 0.5
_RimColor("Color of the rim", Color) = (1,0.7342659,0,1)
_AlphaRimPower("_AlphaRimPower", Range(0,10) ) = 0
_ShieldTexture("_ShieldTexture", 2D) = "black" {}
_TimeSpeed("_TimeSpeed", Float) = 0
_ShieldTex2("ShieldTex2", 2D) = "black" {}
}
SubShader
{
Tags
{
"Queue"="Transparent+17"
"IgnoreProjector"="False"
"RenderType"="Transparent"
}
Cull Back
ZWrite On
ZTest LEqual
ColorMask RGBA
Blend SrcAlpha OneMinusSrcAlpha
Fog{
}
CGPROGRAM
#pragma surface surf BlinnPhongEditor vertex:vert
#pragma target 2.0
float _RimPower;
float4 _RimColor;
float _AlphaRimPower;
sampler2D _ShieldTexture;
float _TimeSpeed;
sampler2D _ShieldTex2;
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_ShieldTexture;
float2 uv_ShieldTex2;
float3 viewDir;
};
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(_ShieldTexture,(IN.uv_ShieldTexture.xyxy).xy);
float4 Tex2D1=tex2D(_ShieldTex2,(IN.uv_ShieldTex2.xyxy).xy);
float4 Divide0=Tex2D0 / Tex2D1;
float4 Multiply1=Divide0 * _RimColor;
float4 Fresnel0_1_NoInput = float4(0,0,1,1);
float4 Fresnel0=(1.0 - dot( normalize( float4( IN.viewDir.x, IN.viewDir.y,IN.viewDir.z,1.0 ).xyz), normalize( Fresnel0_1_NoInput.xyz ) )).xxxx;
float4 Pow0=pow(Fresnel0,_RimPower.xxxx);
float4 Multiply0=_RimColor * Pow0;
float4 Fresnel1_1_NoInput = float4(0,0,1,1);
float4 Fresnel1=(1.0 - dot( normalize( float4( IN.viewDir.x, IN.viewDir.y,IN.viewDir.z,1.0 ).xyz), normalize( Fresnel1_1_NoInput.xyz ) )).xxxx;
float4 Pow1=pow(Fresnel1,_AlphaRimPower.xxxx);
float4 Saturate0=saturate(Pow1);
float4 Master0_1_NoInput = float4(0,0,1,1);
float4 Master0_3_NoInput = float4(0,0,0,0);
float4 Master0_4_NoInput = float4(0,0,0,0);
float4 Master0_7_NoInput = float4(0,0,0,0);
float4 Master0_6_NoInput = float4(1,1,1,1);
o.Albedo = Multiply1;
o.Emission = Multiply0;
o.Alpha = Saturate0;
o.Normal = normalize(o.Normal);
}
ENDCG
}
Fallback "Diffuse"
}