Okay, I came to a really weird bug while creating a custom shader.
So what I wanted to achieve was to get a seprate uv set for the alpha channel, but it came to an end with a ping/pong’ing error
Shader "Standard (Decal Blend)" {
Properties{
_Color("Color", Color) = (1,1,1,1)
_SpecColor("Specular Color", Color) = (.2,.2,.2,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
[Enum(UV0,0,UV1,1,UV2,2,UV3,3)] _UVPrim("UV Set for Blend", Float) = 0
_Glossiness("Smoothness", Range(0,1)) = 0.5
_SpecGlossMap("Specular", 2D) = "white" {}
_Metallic("Metallic", Range(0,1)) = 0.0
}
SubShader{
Tags{
"RenderType" = "Opaque"
"IgnoreProjector" = "True"
"Queue" = "Geometry+1"
"ForceNoShadowCasting" = "True" }
LOD 200
Offset -4, -4
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows decal:blend vertex:vert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
#pragma SHADER_API_XBOX360
float4 _MainTex_ST; // error!
sampler2D _MainTex;
sampler2D _SpecGlossMap;
struct Input {
float2 uv_MainTex;
float2 uv_BlendTex;
fixed4 vertexColor;
};
half _UVPrim;
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_CBUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_CBUFFER_END
void vert(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
half2 buv = (_UVPrim == 0) ? v.texcoord : (_UVPrim == 1) ? v.texcoord1 : (_UVPrim == 2) ? v.texcoord2 : v.texcoord3;
o.uv_BlendTex = TRANSFORM_TEX(buv, _MainTex);
o.vertexColor = v.color;
}
void surf(Input IN, inout SurfaceOutputStandard o) {
// 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
fixed4 g = tex2D(_SpecGlossMap, IN.uv_MainTex) * _SpecColor;
o.Metallic = g.rgb * _Metallic;
o.Smoothness = g.a * _Glossiness;
// Alpha blend
fixed b = tex2D(_MainTex, IN.uv_BlendTex).a * _Color.a;
o.Alpha = b * IN.vertexColor.a;
}
ENDCG
}
FallBack "Diffuse"
}
So I need to add a _MainTex_ST for it to work, but when I do, I get this error:
Shader error in ‘Standard (Decal Blend)’: redefinition of ‘_MainTex_ST’ at line 84 (on d3d11)
and if I dont, I get this error:
Shader error in ‘Standard (Decal Blend)’: undeclared identifier ‘_MainTex_ST’ at line 54 (on d3d11)
So whats the case here? Where is it redefined? I dont even have a 84’th line in the code lol…