I’m working on this shader and can’t resolve this error. In Unity’s console I get:
Shader error in
‘GraphicsQuality/MediumScan’: Giving
up. Parser is hopelessly lost… at
line 15
Line 15 is the:
CGPROGRAM
Here is the rest of the shader code:
Shader "GraphicsQuality/MediumScan" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,1)
_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
_MainTex ("Base (RGB) RefStrGloss (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_RimColor ("Rim Color", Color) = (0.48,0.78,1.0,0.0)
_RimPower ("Rim Power", Range(0,8.0)) = 3.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 400
CGPROGRAM
#pragma surface surf BlinnPhong
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
fixed4 _Color;
half _Shininess;
float4 _RimColor;
float _RimPower;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
INTERNAL_DATA
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
fixed4 c = tex * _Color;
o.Albedo = c.rgb;
o.Gloss = tex.a;
o.Specular = _Shininess;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow (rim, _RimPower);
ENDCG
}
FallBack "GraphicsQuality/LowScan"
}
I’m sure this is a dumb mistake on my part as I’m pulling bits and pieces from other shaders.
Thanks.