Reputation: 105
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
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