I’ve never looked into shading much, and I really only need it for one aspect of my project: a projector.
I’m following along with a guide and copied the code into VS, but it produced an error:
Shader error in 'Projector/AdditiveTint': Parse error: syntax error at line 13 Solution 'Battle Sandbox2' (1 project) 0
The 0 at the end is a little disconcerting as that’s supposedly the line number for the error, so a bit of a discrepancy there…
Here’s the code in question:
Shader "Projector/AdditiveTint" {
Properties{
_Color("Tint Color", Color) = (1,1,1,1)
_Attenuation("Falloff", Range(0.0, 1.0)) = 1.0
_ShadowTex("Cookie", 2D) = "gray" {}
}
Subshader{
Tags{ "Queue" = "Transparent" }
Pass{
ZWrite Off
ColorMask RGB
Blend SrcAlpha One // Additive blending
Offset - 1, -1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 uvShadow : TEXCOORD0;
float4 pos : SV_POSITION;
};
float4x4 unity_Projector;
float4x4 unity_ProjectorClip;
v2f vert(float4 vertex : POSITION)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, vertex);
o.uvShadow = mul(unity_Projector, vertex);
return o;
}
sampler2D _ShadowTex;
fixed4 _Color;
float _Attenuation;
fixed4 frag(v2f i) : SV_Target
{
// Apply alpha mask
fixed4 texCookie = tex2Dproj(_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
fixed4 outColor = _Color * texCookie.a;
// Attenuation
float depth = i.uvShadow.z; // [-1 (near), 1 (far)]
return outColor * clamp(1.0 - abs(depth) + _Attenuation, 0.0, 1.0);
}
ENDCG
}
}
}
Like I said, I don’t work with shaders and I really only understand the general concept. Since the cause of the error appears to vary somewhat, I’m at a loss. The most I could do was check to see if there were an even number of braces, which there were.
Thanks.