double sided transparent shader

Hi All,
I have a shader I have been using a lot last year / that is all of a sudden giving me the error:


‘vert’: output parameter ‘o’ not completely initialized
Compiling Vertex program with DIRECTIONAL
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR


I dont understand…

Here is the shader:

Shader "PaperDolls/DoubleSidedAlphaClip"
{
	Properties 
	{
_MainTex("Base (RGB) Gloss (A)", 2D) = "white" {}
_Clipping("_Clipping", Range(0,1) ) = 0.5

	}
	
	SubShader 
	{
		Tags
		{
"Queue"="Geometry"
"IgnoreProjector"="False"
"RenderType"="Opaque"

		}

		
Cull Off
ZWrite On
ZTest LEqual
ColorMask RGBA
Fog{
}


		CGPROGRAM
#pragma surface surf BlinnPhongEditor  vertex:vert
#pragma target 2.0


sampler2D _MainTex;
float _Clipping;

			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_MainTex;

			};

			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(_MainTex,(IN.uv_MainTex.xyxy).xy);
float4 Subtract0=Tex2D0.aaaa - _Clipping.xxxx;
float4 Master0_1_NoInput = float4(0,0,1,1);
float4 Master0_2_NoInput = float4(0,0,0,0);
float4 Master0_3_NoInput = float4(0,0,0,0);
float4 Master0_4_NoInput = float4(0,0,0,0);
float4 Master0_5_NoInput = float4(1,1,1,1);
float4 Master0_7_NoInput = float4(0,0,0,0);
clip( Subtract0 );
o.Albedo = Tex2D0;

				o.Normal = normalize(o.Normal);
			}
		ENDCG
	}
	Fallback "Diffuse"
}

THANKS!!

~Be

You have the out variable uninitialised. All you have to do is initialise in the vertex function. Just replace the vertex function with

void vert (inout appdata_full v, out Input o)
{
        UNITY_INITIALIZE_OUTPUT(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);  
 }

You can see that i just added the line UNITY_INITIALIZE_OUTPUT(Input, o); only.
I have tested it in Unity 2017.2 and it works