Hi,
I have a shader made in SSE that has 2 different float properties (Intensity and Mod). When I save the scene the “mod” float property always resets to 2. I do not know why. The other float property stays at whatever it is set too.
Why might this be occuring?
Shader "LightControlReflective"
{
Properties
{
_MainTex("Base (RGB) Gloss (A)", 2D) = "white" {}
_Color("Main Color", Color) = (1,1,1,1)
_LightColor("_LightColor", Color) = (1,1,1,1)
_Intensity("_Intensity", Float) = 1.5
_Mod("_Mod", Float) = 2
_Lightmap("_Lightmap", 2D) = "black" {}
_Cube("Reflection Cubemap", Cube) = "black" {}
}
SubShader
{
Tags
{
"Queue"="Geometry"
"IgnoreProjector"="False"
"RenderType"="Opaque"
}
Cull Back
ZWrite On
ZTest LEqual
ColorMask RGBA
Fog{
}
CGPROGRAM
#pragma surface surf BlinnPhongEditor vertex:vert
#pragma target 2.0
sampler2D _MainTex;
float4 _Color;
float4 _LightColor;
float _Intensity;
float _Mod;
sampler2D _Lightmap;
samplerCUBE _Cube;
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 {
float4 color : COLOR;
float2 uv_MainTex;
float4 meshUV;
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);
o.meshUV.xy = v.texcoord.xy;
o.meshUV.zw = v.texcoord1.xy;
}
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 Split0=IN.color;
float4 Assemble0_3_NoInput = float4(0,0,0,0);
float4 Assemble0=float4(float4( Split0.x, Split0.x, Split0.x, Split0.x).x, float4( Split0.y, Split0.y, Split0.y, Split0.y).y, float4( Split0.z, Split0.z, Split0.z, Split0.z).z, Assemble0_3_NoInput.w);
float4 Sampled2D0=tex2D(_MainTex,IN.uv_MainTex.xy);
float4 Multiply0=Sampled2D0 * _Color;
float4 Tex2D0=tex2D(_Lightmap,(IN.meshUV.zwzw).xy);
float4 Multiply8=Tex2D0 * float4( Split0.w, Split0.w, Split0.w, Split0.w);
float4 Multiply2=_Intensity.xxxx * Multiply8;
float4 Multiply1=_LightColor * Multiply2;
float4 Multiply3=Sampled2D0 * Multiply1;
float4 Add0=Multiply0 + Multiply3;
float4 TexCUBE0=texCUBE(_Cube,float4( IN.viewDir.x, IN.viewDir.y,IN.viewDir.z,1.0 ));
float4 Multiply5=Sampled2D0.aaaa * TexCUBE0;
float4 Multiply6=_LightColor * Multiply5;
float4 Add2=Add0 + Multiply6;
float4 Multiply4=Assemble0 * Add2;
float4 Multiply7=_Mod.xxxx * Multiply4;
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);
float4 Master0_6_NoInput = float4(1,1,1,1);
o.Albedo = Multiply7;
o.Normal = normalize(o.Normal);
}
ENDCG
}
Fallback "Diffuse"
}