I followed: tutorial. The end result was a pink ball with a shader error. The error is: Shader error in 'Custom/ItemGlow': expression left of ."viewDir" is not a struct or array at line 44 (on d3d9) The code im using is: Shader "Custom/ItemGlow" { Properties { _ColorTint("Color Tint", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _BumpMap("Normal Map", 2D) = "bump" {} _RimColor("Rim Color", Color) = (1,1,1,1) _RimPower("Rim Power", Range(1.0, 6.0)) = 3.0 } SubShader { Tags { "RenderType"="Opaque" } //LOD 200 CGPROGRAM #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 //sampler2D _MainTex; struct Input { float4 color : Color; float2 uv_MainTex; float2 uv_BumpMap; float3 uv_viewDir; }; float4 _ColorTint; sampler2D _MainTex; sampler2D _BumpMap; float4 _RimColor; float _RimPower; half _Glossiness; half _Metallic; fixed4 _Color; void surf (Input IN, inout SurfaceOutputStandard o) { IN.color = _ColorTint; o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rbg * IN.color; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); half rim = (1.0 - saturate(dot(normalize(IN.viewDir), o.Normal)) ); o.Emission = _RimColor.rgb * pow(rim, _RimPower); } ENDCG } FallBack "Diffuse" } Is it just an outdated tutorial??? If so what do I need to change to make it work. Thanks in advanced.
in your input struct you have float3 uv_viewDir; but it should be float3 viewDir; viewDir is a built in value provided by unity and it has to be written that way.