Hey I Have been searching all Night, for something to help me and have tired about a million combinations and i cannot seem to get what i am looking for…
Please mind that i am also new to C#, but any help will be appreciated.
ugh alright I have a Script Player.cs.
using UnityEngine;
using System.Collections;
public class Player : MonoBehaviour
{
public string username;
public bool human;
public Color userColor = new Color(1,1,1,1);
// Use this for initialization
void Start ()
{
PlayerColor();
}
//PlayerColor
void PlayerColor()
{
}
}
alright its using color picker to choose a color which ill get the player to choose. but i have created a Material called. “PlayerColor” I created A simple shader Called “S_PlayerColor” and assigned the Material “PlayerColor” to use “S_PlayerColor”
Just Incase you wanted to see the shader Code.
Shader "Custom/S_PlayerColor" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
basically I want the Color Value only nothing else so a simple diffuse to be controlled by the player and placed on this material.
then i can use this material for all 3d models where i have player Color places.