I’m new to writing shaders, and i’m trying to write a shader that changes color based on proximity to a position that I give it. I give the shader a float4 where the x, y, and z are the position and the w is the distance that the effect has from the position.
Here is my code:
Shader "Unlit/fogofwar"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_PosWithVision("Pos", Vector) = (0,0,0,0)
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
int factor = 0;
float2 XY = i.worldPos.xyz;
float dist = distance(XY, _PosWithVision.xyz);
fixed4 col = (dist > _PosWithVision.w) ? 0 : 1;
return col;
}
ENDCG
}
}
}
Basically, the problem is that unity says that there is an undeclared identifier error at line 59 with _PosWithVision, even though I declare it as a property.