Hello community!
I am very new to shader and google did not help me this time.
Is anyone here can point me into the problem please?
so here is the shader
I get an Undeclared identifier “_MainTex” at line 103 (on metal)
Shader "Sprites/Desaturate"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_Saturate ("Saturate", Range (0, 1)) = 1
_Bright ("Brightness", Float) = 0
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
// required for UI.Mask
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend One OneMinusSrcAlpha
Pass
{
// Stencil {
// Ref 2
// Comp Less
// Pass keep
// Fail decrWrap
// ZFail keep
// }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile DUMMY PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
// float saturation: FLOAT;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float saturation: FLOAT;
fixed brightness: FIXED;
half2 texcoord : TEXCOORD0;
};
fixed4 _Color;
fixed _Saturate;
fixed _Bright;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
OUT.saturation = _Saturate;
OUT.brightness = _Bright;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
float luminance = (tex2D(_MainTex, IN.texcoord).r + tex2D(_MainTex, IN.texcoord).g + tex2D(_MainTex, IN.texcoord).b)/3.0;
fixed4 colorSature = fixed4(lerp(luminance, tex2D(_MainTex, IN.texcoord).r, IN.saturation) + IN.brightness, lerp(luminance, tex2D(_MainTex, IN.texcoord).g, IN.saturation) + IN.brightness, lerp(luminance, tex2D(_MainTex, IN.texcoord).b, IN.saturation) + IN.brightness, tex2D(_MainTex, IN.texcoord).a);
fixed4 c = colorSature * IN.color;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}