dk0rt3
1
Hello,
first of all: I’m a beginner in Unity and Shaders…
I want to edit the “_Amout” float value in this shader which is attached to an object:
Shader “Example/Normal Extrusion” {
Properties {
_MainTex (“Texture”, 2D) = “white” {}
_Amount (“Extrusion Amount”, Range(-1,10)) = 0.5
}
SubShader {
Tags { “RenderType” = “Opaque” }
CGPROGRAM
#pragma surface surf Lambert vertex:vert
struct Input {
float2 uv_MainTex;
};
float _Amount;
void vert (inout appdata_full v) {
v.vertex.xyz += v.normal * _Amount;
}
sampler2D _MainTex;
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
}
ENDCG
}
Fallback “Diffuse”
}
I attached to the same object a script with the following line:
mat.SetFloat(“_Amp”, 10.0F);
mat is public variable…
If i run the script i get a shader error and the object turns purple…
I think its not so diffucult but i’m obviosly too stupid to find the answer.
Thanks in advance and greetings.
Shouldn’t you be using mat.SetFloat(“_Amount”, 10.0F);?
Can you post the shader error here 
dk0rt3
5
the console is empty… in the inspector shader area is only written “Hidden/InternalErrorShader”
dk0rt3
6
ok solved. Thanks <3
Shader “Example/Normal Extrusion” {
Properties {
_MainTex (“Texture”, 2D) = “white” {}
_Amount (“Extrusion Amount”, Range(-1,10)) = 0.5
_Amp (“Amplitude”, Float) = 0.0
}
SubShader {
Tags { “RenderType” = “Opaque” }
CGPROGRAM
#pragma surface surf Lambert vertex:vert
struct Input {
float2 uv_MainTex;
};
float _Amount;
float _Amp;
void vert (inout appdata_full v) {
v.vertex.xyz += v.normal * _Amount;
// v.vertex.xy += v.normal * _Amp ;
}
sampler2D _MainTex;
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
}
ENDCG
}
Fallback “Diffuse”
}
using UnityEngine;
using System.Collections;
public class Extrusion : MonoBehaviour
{
public Renderer rend;
public float amp;
void Start()
{
rend = GetComponent();
//rend.material.shader = Shader.Find(“VertexEx”);
}
void Update()
{
amp = 2.0F;
rend.material.SetFloat(“_Amount”, amp);
}
}
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