0
Under review

move textures for mobile problem

Ivan Ostanin 10 років тому оновлений 10 років тому 4
Image 329

version 1.03
what should I do?
Why does this happen?
animation through node panner
Under review
Good question. Looks like the time variable is losing precision, either because the number is too large or too small.
You might need to push in a time variable yourself using myMaterial.SetFloat()
In the update loop might do. myMaterial.SetFloat("_MyTimeProperty", Time.time);
I do not understand the code,
asked for help from the programmer,
He said that there is no variable in the shader from your code myMaterial.SetFloat ("_ MyTimeProperty", Time.time);
that would appeal to her
I tried to just get up there code
errors appear
// Shader created with Shader Forge v1.03
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.03;sub:START;pass:START;ps:flbk:,lico:1,lgpr:1,nrmq:1,limd:1,uamb:True,mssp:True,lmpd:False,lprd:False,rprd:False,enco:False,frtr:True,vitr:True,dbil:False,rmgx:True,rpth:0,hqsc:True,hqlp:False,tesm:0,blpr:0,bsrc:0,bdst:1,culm:0,dpts:2,wrdp:True,dith:2,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,ofsf:0,ofsu:0,f2p0:False;n:type:ShaderForge.SFN_Final,id:5564,x:33144,y:32664,varname:node_5564,prsc:2|emission-9623-RGB;n:type:ShaderForge.SFN_Tex2d,id:9623,x:32734,y:32653,ptovrint:False,ptlb:node_9623,ptin:_node_9623,varname:_node_9623,prsc:2,tex:28c7aad1372ff114b90d330f8a2dd938,ntxv:0,isnm:False|UVIN-4014-UVOUT;n:type:ShaderForge.SFN_Panner,id:4014,x:32551,y:32760,varname:node_4014,prsc:2,spu:0.5,spv:0.5;proporder:9623;pass:END;sub:END;*/


Shader "Shader Forge/NewShader1" {
Properties {
_node_9623 ("node_9623", 2D) = "white" {}
}
SubShader {
Tags {
"RenderType"="Opaque"
}
Pass {
Name "ForwardBase"
Tags {
"LightMode"="ForwardBase"
}




CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma exclude_renderers xbox360 ps3 flash d3d11_9x
#pragma target 3.0
uniform float4 _TimeEditor;
uniform sampler2D _node_9623; uniform float4 _node_9623_ST;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
return o;
}
fixed4 frag(VertexOutput i) : COLOR {
/////// Vectors:
////// Lighting:
////// Emissive:
float4 node_2042 = _Time + _TimeEditor;
float2 node_4014 = (i.uv0+node_2042.g*float2(0.5,0.5));
float4 _node_9623_var = tex2D(_node_9623,TRANSFORM_TEX(node_4014, _node_9623));
float3 emissive = _node_9623_var.rgb;
float3 finalColor = emissive;
return fixed4(finalColor,1);
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}