//vertex.x += _move;
this line works well, when I change the value of “move”, the mesh moves.
But when I use the “test” function and change the value again, it cannot work and stay still.
what’s wrong with my function?
Shader "Unlit/move"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_move ("move",float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _move;
void test(float3 vertex){
vertex.x += _move;
}
v2f vert (appdata v)
{
v2f o;
test(v.vertex.xyz);
//vertex.x += _move;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
if I don’t use the “test” function, it works well. When I change the value of “move”,the mesh moves.
but when I was trying to use the “test” function, it cannot work!? What’s wrong with the function?
Shader "Unlit/move"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_move ("move",float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _move;
void test(float3 vertex){
vertex.x += _move;
}
v2f vert (appdata v)
{
v2f o;
test(v.vertex.xyz);
//vertex.x += _move;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}