Jakub
Jakub

Reputation: 105

Unity: Apply shader to object to curve its texture

I'm making a endless runner game in Unity, and I want to add a curved shader to it like in this tutorial https://youtu.be/6_e_GoWlZOo

But when I add that material to a object it replaces the old one. And when I add it as second one in the Mesh Renderer it doesn't affect the first one. https://drive.google.com/open?id=1-kP4A0Xh3P9xVjrwjTiTPlh_WcHnBA1d

This is the shader code:

Shader "PPP/BendWorld"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Curvature("Curvature", Float) = 0.001
    }
        SubShader
        {
            Tags { "RenderType" = "Opaque" }
            LOD 200

            CGPROGRAM
            #pragma surface surf Lambert vertex:vert addshadow
            uniform sampler2D _MainTex;
            uniform float _Curvature;

            struct Input 
            {
                float uv_MainTex;
            };

            void vert(inout appdata_full v) 
            {
                float4 worldSpace = mul(unity_ObjectToWorld, v.vertex);
                worldSpace.xyz -= _WorldSpaceCameraPos.xyz;
                worldSpace = float4(0.0f, (worldSpace.x * worldSpace.x) * -_Curvature, 0.0f, 0.0f);

                v.vertex += mul(unity_WorldToObject, worldSpace);
            }

            void surf(Input IN, inout SurfaceOutput o) 
            {
                half4 c = tex2D(_MainTex, IN.uv_MainTex);
                o.Albedo = c.rgb;
                o.Alpha = c.a;
            }

            ENDCG
    }
            Fallback "Mobile/Diffuse"
}

I want to curve the object and have a texture on it, is there any way to do this?

Upvotes: 1

Views: 2347

Answers (1)

Kalle Halvarsson
Kalle Halvarsson

Reputation: 1268

Regarding the texture issue: The texture looks broken because you have defined your uv_MainTex as a float instead of a float2. UV coordinates are two-dimensional - if you define it as a scalar, it will only use the U axis of the UVs.

Upvotes: 1

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