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Shader graph, projection shader with Universal Render Pipeline

Discussion in 'Shaders' started by lcaExtende, Feb 11, 2021.

  1. lcaExtende

    lcaExtende

    Joined:
    Sep 2, 2019
    Posts:
    25
    Hello,

    I really need help :(

    I have to apply a projection on an object (materials) from a position and with mask objects

    upload_2021-2-11_10-43-9.png

    I prepare shader graph :

    upload_2021-2-11_10-46-51.png

    And script for editing material/shader properties in realtime :

    Code (CSharp):
    1. using UnityEngine;
    2.  
    3. [ExecuteInEditMode]
    4. public class SourceOrigin : MonoBehaviour
    5. {
    6.     [SerializeField]
    7.     private Transform _sourceOrigin;
    8.     [SerializeField]
    9.     private float _angle = 30;
    10.     [SerializeField]
    11.     private Material _projectionMaterial;
    12.  
    13.     void Update()
    14.     {
    15.         if(_projectionMaterial != null && _sourceOrigin != null)
    16.         {
    17.             _projectionMaterial.SetFloat("Vector1_60695683", _angle);
    18.             _projectionMaterial.SetVector("Vector3_C12940D2", _sourceOrigin.transform.position);
    19.         }
    20.     }
    21. }
    22.  
    The problem is, I don't know how to use the shadergraph yet. Can someone help me?


    I created a repository if necessary : https://github.com/laurentClave/ProjectionShader


    Thank you !
     

    Attached Files: