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View Direction is undefined?

Andrei Nadin hace 11 años actualizado por Thibaud Troalen hace 7 años 11
I am trying to use View Direction but no matter what I do , I get this error

Shader error in 'Custom/ViewDirProblem': Program 'vert', undefined variable "viewDirection" at line 190

It seems to be broken along with reflected 

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Solucionado
This has been fixed in Beta 0.34
ah, now that you ask, it seems it might be user stupidity, :(

I am trying to do a shader where I increase the Y of a vert based in the grazing angle. So was looking to use View Direction to work out when the angle was low, perp the Vertex Offset between 0 and 0.5. If I plug View Direction into emission no errors but if I try and feed it into a series of nodes that ends up in Vertex Offset I get this problem.
Unless there is another way to solve this, I tried using the distance between view position and the world position but I need it very fine grained, it is for line markings on a sports field, The line is quite thin and I am trying to make it kind of 'curl' up in the distance to give me more pixels visible.
Yeah, vert offsetting is a bit messy when using some of the built-in vector. I will have to fix that down the line!
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Solucionado
This has been fixed in Beta 0.34

Sorry to resurrect the topic but the issue came back in 1.37. Example here :


/*SF_DATA;ver:1.37;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,cgin:,lico:0,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:True,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:False,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:1,fgcg:0.6947262,fgcb:0.3676471,fgca:1,fgde:0.00013,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False,fsmp:False;n:type:ShaderForge.SFN_Final,id:4013,x:33691,y:32714,varname:node_4013,prsc:2|diff-5312-OUT,emission-9222-OUT;n:type:ShaderForge.SFN_Tex2d,id:4617,x:32736,y:32592,ptovrint:True,ptlb:Base Color,ptin:_MainTex,varname:_MainTex,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:158,x:32388,y:33271,ptovrint:False,ptlb:EmissionMap,ptin:_EmissionMap,varname:_EmissionMap,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Color,id:1318,x:32824,y:33491,ptovrint:False,ptlb:EmissionColor,ptin:_EmissionColor,varname:_EmissionColor,prsc:2,glob:False,taghide:False,taghdr:True,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:9222,x:33226,y:33399,varname:node_9222,prsc:2|A-8801-OUT,B-1318-RGB;n:type:ShaderForge.SFN_Add,id:8801,x:32854,y:33197,varname:node_8801,prsc:2|A-158-RGB,B-6081-OUT;n:type:ShaderForge.SFN_ValueProperty,id:6081,x:32502,y:33568,ptovrint:False,ptlb:EmissionAdd,ptin:_EmissionAdd,varname:_EmissionAdd,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.02;n:type:ShaderForge.SFN_Desaturate,id:5312,x:33179,y:32740,varname:node_5312,prsc:2|COL-4617-RGB,DES-9009-OUT;n:type:ShaderForge.SFN_Slider,id:9009,x:32684,y:32850,ptovrint:False,ptlb:Albedo Desat,ptin:_AlbedoDesat,varname:_AlbedoDesat,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:-1,cur:-1,max:1;proporder:4617-9009-158-1318-6081;pass:END;sub:END;*/


Plus I still get mul(UNITY_MATRIX_VP,..) instead of UnityObjectToClipPos(...).

Can you make a new thread with a clean repro case?

Alright, sorry for the delay.