I have been banging my head against the wall for a while now but are unable to set a global value in my shader. I am trying to use clip to remove everything within a certain area.
Shader "Custom/ProxV2" {
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 vertex:vert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
uniform float4 _Center;
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float4 position;
};
void vert(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
o.position = mul(unity_ObjectToWorld, v.vertex);
}
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
clip(distance(float4(IN.position.x, 0, IN.position.z, 0), float4(_Center.x, 0, _Center.z, 0)) - 1);
// 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"
}
I then try to set the _Center variable from a script
public class UpdateCenter : MonoBehaviour {
// Update is called once per frame
void Update () {
Shader.SetGlobalFloatArray("_Center", new[] { 10.0f, 20.0f, 30.0f, 40.0f });
}
}
But absolutely nothing seems to happen. I am probably doing something stupid but I cannot figure out what it is…