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Unity 5 shader error : Too many texture interpolators would be used for ForwardBase pass (11 out of max 10)

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Hi, I'm trying to use good old T4M shader in Unity 5 and it seems there is an extra interpolator in action. Is there a way to still use it without setting it to shader target 4.0? Shader "T4MShaders/ShaderModel2/Diffuse/T4M 4 Textures" { Properties { _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} _Splat2 ("Layer 3", 2D) = "white" {} _Splat3 ("Layer 4", 2D) = "white" {} _Control ("Control (RGBA)", 2D) = "white" {} _MainTex ("Never Used", 2D) = "white" {} } SubShader { Tags { "SplatCount" = "4" "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf Lambert #pragma exclude_renderers xbox360 ps3 #pragma target 3.0 struct Input{ float2 uv_Control : TEXCOORD0; float2 uv_Splat0 : TEXCOORD1; float2 uv_Splat1 : TEXCOORD2; float2 uv_Splat2 : TEXCOORD3; float2 uv_Splat3 : TEXCOORD4; }; sampler2D _Control; sampler2D _Splat0,_Splat1,_Splat2,_Splat3; void surf (Input IN, inout SurfaceOutput o) { fixed4 splat_control = tex2D (_Control, IN.uv_Control).rgba; fixed3 lay1 = tex2D (_Splat0, IN.uv_Splat0); fixed3 lay1_2 = tex2D (_Splat0, IN.uv_Splat0 * -0.015); fixed3 lay2 = tex2D (_Splat1, IN.uv_Splat1); fixed3 lay2_2 = tex2D (_Splat1, IN.uv_Splat1 * -0.015); fixed3 lay3 = tex2D (_Splat2, IN.uv_Splat2); fixed3 lay3_2 = tex2D (_Splat2, IN.uv_Splat2 * -0.015); fixed3 lay4 = tex2D (_Splat3, IN.uv_Splat3); fixed3 lay4_2 = tex2D (_Splat3, IN.uv_Splat3 * -0.015); o.Alpha = 0.0; o.Albedo.rgb = (((lay1 * splat_control.r / 2) + (lay1_2 * splat_control.r / 2)) + ((lay2 * splat_control.g / 2) + (lay2_2 * splat_control.g / 2)) + ((lay3 * splat_control.b / 2) + (lay3_2 * splat_control.b / 2)) + ((lay4 * splat_control.a / 2) + (lay4_2 * splat_control.a / 2))); } ENDCG } // Fallback to Diffuse Fallback "Diffuse" }

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