Shader error in 'Custom/NewSurfaceShader': Syntax error at line 30 (on )
Вот строка, которая барахлит:
Синтаксис:
Используется csharp
float textur[5][5] = {{0.99f, 0.81f, 0.48f, 0.75f, 0.95f}, {0.82f, 0.65f, 0.25f, 0.47f, 0.78f}, {0.53f, 0.35f, 0.00f, 0.28f, 0.60f}, {0.88f, 0.65f, 0.22f, 0.56f, 0.73f}, {0.97f, 0.71f, 0.50f, 0.85f, 0.92f}};
Если делаю одномерный массив, то всё нормально:
Синтаксис:
Используется csharp
float textur[5] = {0.99f, 0.81f, 0.48f, 0.75f, 0.95f};
Вот код surface шейдера, он выдаёт ошибку:
Синтаксис:
Используется csharp
Shader "Custom/NewSurfaceShader" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
float textur[5][5] = {{0.99f, 0.81f, 0.48f, 0.75f, 0.95f}, {0.82f, 0.65f, 0.25f, 0.47f, 0.78f}, {0.53f, 0.35f, 0.00f, 0.28f, 0.60f}, {0.88f, 0.65f, 0.22f, 0.56f, 0.73f}, {0.97f, 0.71f, 0.50f, 0.85f, 0.92f}};
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
float textur[5][5] = {{0.99f, 0.81f, 0.48f, 0.75f, 0.95f}, {0.82f, 0.65f, 0.25f, 0.47f, 0.78f}, {0.53f, 0.35f, 0.00f, 0.28f, 0.60f}, {0.88f, 0.65f, 0.22f, 0.56f, 0.73f}, {0.97f, 0.71f, 0.50f, 0.85f, 0.92f}};
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
А вот с фрагментным, всё работает:
Синтаксис:
Используется csharp
Shader "Unlit/NewUnlitShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{float textur[5][5] = {{0.99f, 0.81f, 0.48f, 0.75f, 0.95f}, {0.82f, 0.65f, 0.25f, 0.47f, 0.78f}, {0.53f, 0.35f, 0.00f, 0.28f, 0.60f}, {0.88f, 0.65f, 0.22f, 0.56f, 0.73f}, {0.97f, 0.71f, 0.50f, 0.85f, 0.92f}};
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{float textur[5][5] = {{0.99f, 0.81f, 0.48f, 0.75f, 0.95f}, {0.82f, 0.65f, 0.25f, 0.47f, 0.78f}, {0.53f, 0.35f, 0.00f, 0.28f, 0.60f}, {0.88f, 0.65f, 0.22f, 0.56f, 0.73f}, {0.97f, 0.71f, 0.50f, 0.85f, 0.92f}};
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
Не знаю что и думать, подскажите плиз, попробуйте у себя его создать. Спасибо