Writing Surface Shaders in Unity3D Part 7

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Uploaded by on Dec 2, 2011

In this next addition to the Surface Shader training series, we explore how we can use a 2D ramp to change our diffuse lighting from grayscale to any color we want. We will learn how to create the ramps inside of Photoshop, and hook them up into our shader.

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Uploader Comments (animate4evr)

  • please do alphas thats where im stumped :]

  • No problem guys!! I will help you out still. Sorry there has been such a delay on the new videos. I got swamped over the Christmas break with work and couldn't get time to make the new series.

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  • I just wanted to say "thanks" for these videos. Keep up the good work.

  • @Thundax2 Nevermind.

    I fixed it

    Now I just need help with a shader I'm doing that uses three passes. I've got vertex and fragment to work on the last two, but I can't get my surface shader which is using TONS of elements to work.

    The debugger keeps saying that "#pragma surface surf BlinnPhong" is a syntax error. I've used it countless times though.

  • I've copied your code almost exactly, and no matter what I do, I get a "Shader error in 'Custom/Diffuse': Program 'SurfShaderInternalFunc', unable to find compatible overloaded function "tex2D(error, float2)" at line 42"

    My line 42 is indentical to yours... Any ideas? I don't really understand what it's telling me is wrong.

  • Awesome,please don't stop :3

  • moar!

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