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Using worldPos and normal in surface shader

Discussion in '5.6 Beta' started by CDF, Jan 28, 2017.

  1. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    This appears to only be an issue in 5.6. Trying to use both worldPos and assign the SurfaceOutput.Normal results in this error:

    Code (CSharp):
    1.  
    2. Shader error in 'Custom/Boat': 'UnityGetRawBakedOcclusions': no matching 2 parameter function at line 226 (on d3d11)
    3.  
    4. Compiling Vertex program
    5. Platform defines: UNITY_NO_DXT5nm UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA
    6.  
    7. Shader error in 'Custom/Boat': invalid subscript 'worldPos' at line 226 (on d3d11)
    8.  
    9. Compiling Vertex program
    10. Platform defines: UNITY_NO_DXT5nm UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA
    11.  
    The shader:

    Code (CSharp):
    1.  
    2. Shader "Custom/Boat" {
    3.  
    4. Properties {
    5.  
    6. _MainTex ("Albedo (RGB)", 2D) = "white" {}
    7. _BumpMap("Bump Map", 2D) = "bump" {}
    8. }
    9.  
    10. SubShader {
    11.  
    12. Tags { "RenderType"="Opaque" }
    13. LOD 200
    14.  
    15. CGPROGRAM
    16.  
    17. #pragma surface surf Lambert
    18. #pragma target 3.0
    19.  
    20. sampler2D _MainTex;
    21. sampler2D _BumpMap;
    22.  
    23. struct Input {
    24. float2 uv_MainTex;
    25. float2 uv_BumpMap;
    26. float3 worldPos;
    27. };
    28.  
    29. void surf (Input IN, inout SurfaceOutput o) {
    30.  
    31. fixed3 col = tex2D(_MainTex, IN.uv_MainTex);
    32. col *= saturate(IN.worldPos.y / 20);
    33.  
    34. o.Albedo = col;
    35. o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
    36. }
    37.  
    38. ENDCG
    39. }
    40.  
    41. FallBack "Diffuse"
    42. }
    43.  
    Am I missing something here?

    If I remove this line: "o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));" the error goes away
     
  2. Matt-Roper

    Matt-Roper

    <Of The Graphics> Unity Technologies

    Joined:
    Oct 27, 2015
    Posts:
    106
    Hey CDF, it's a bug which has been fixed and will be in the next beta revision hopefully, thanks for bringing it to our attention.
     
  3. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
    Ok, Thanks
     
  4. ming4883

    ming4883

    Joined:
    Nov 20, 2013
    Posts:
    2
    This bug is NOT yet fixed even in Unity 5.6.0.b7 running on OSX, I can provide more information if you need.
     
  5. Zomby138

    Zomby138

    Joined:
    Nov 3, 2009
    Posts:
    659
    I can confirm that it's still broken :(
     
  6. kemalakay

    kemalakay

    Unity Technologies

    Joined:
    Jul 12, 2016
    Posts:
    224
    @Zomby138 @CDF

    I will update you here in this thread when the fix is in and available. I'm keeping track of it
     
    Matt-Roper likes this.
  7. Zomby138

    Zomby138

    Joined:
    Nov 3, 2009
    Posts:
    659
    This is fixed in beta 8. Hazar!
     
    Matt-Roper likes this.
  8. kemalakay

    kemalakay

    Unity Technologies

    Joined:
    Jul 12, 2016
    Posts:
    224
    I was about to announce it, you're fast ;)
     
  9. CDF

    CDF

    Joined:
    Sep 14, 2013
    Posts:
    1,311
  10. ChainsawesomeJS

    ChainsawesomeJS

    Joined:
    May 15, 2015
    Posts:
    29
    This seems like it's still happening for me in 5.6 beta 8 64bit. Here's the errors I'm getting :

    Code (CSharp):
    1. Shader error in 'Chainsawesome/CharactersEffect': 'UnityGetRawBakedOcclusions': no matching 2 parameter function at line 289 (on d3d11)
    2.  
    3. Compiling Vertex program with SHADOWS_SHADOWMASK
    4. Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP
    5.  
    6. Shader error in 'Chainsawesome/CharactersEffect': invalid subscript 'worldPos' at line 289 (on d3d11)
    7.  
    8. Compiling Vertex program with SHADOWS_SHADOWMASK
    9. Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP
    10.  
    The shader I'm using looks something like this :

    Code (CSharp):
    1. Shader "Chainsawesome/CharactersEffect"
    2. {
    3.     Properties
    4.     {
    5.         Stealth("Stealth", float) = 0.0
    6.  
    7.         [Space]_Color ("Color", Color) = (1,1,1,1)
    8.         Saturation("Saturation", float) = 1.0
    9.         _MainTex ("Albedo (RGB)", 2D) = "white" {}
    10.         EmissionGain("EmissionGain", float) = 1.0
    11.         _ColorEmi("Color", Color) = (1,1,1,1)
    12.         _Normal ("_Normal", 2D) = "bump" {}      
    13.  
    14.         [Space]_Stuff ("AO,Metal,Smooth,Emi", 2D) = "white" {}
    15.      
    16.         _Glossiness ("Smoothness", Range(0,1)) = 0.5
    17.         _Metallic ("Metallic", Range(0,1)) = 0.0      
    18.         StrokesGain("StrokesGain", float) = 1.0
    19.      
    20.         [space]RimPow("RimPow", float) = 1.0
    21.         RimGain("RimGain", float) = 1.0
    22.         RimEmi("RimEmi", float) = 1.0
    23.  
    24.         [space]AlbedoGain("Gain", float) = 1.0
    25.     }
    26.     SubShader
    27.     {
    28.         Tags { "RenderType" = "Transparent" "Queue" = "Transparent+1"}
    29.         LOD 200
    30.         GrabPass{ "_After" }
    31.  
    32.         CGPROGRAM
    33.         #pragma surface surf Standard fullforwardshadows
    34.         #pragma target 3.0
    35.  
    36.         uniform sampler2D _MainTex;
    37.         uniform sampler2D _Emission;
    38.         uniform sampler2D _Normal;
    39.         uniform sampler2D _Stuff;
    40.         uniform sampler2D _After ;
    41.         uniform half _Glossiness;
    42.         uniform half _Metallic;
    43.         uniform fixed4 _Color;
    44.         uniform fixed4 _ColorEmi;
    45.         uniform half Saturation;
    46.      
    47.         uniform half StrokesGain;
    48.         uniform half EmissionGain;
    49.  
    50.         uniform half RimPow;
    51.         uniform half RimGain;
    52.         uniform half RimEmi;
    53.         uniform half Stealth;  
    54.         uniform half AlbedoGain;
    55.  
    56.         struct Input
    57.         {
    58.             float2 uv_MainTex;
    59.             float2 uv_Emission;
    60.             float2 uv_Normal;
    61.             float2 uv_Stuff;
    62.  
    63.             INTERNAL_DATA
    64.             float3 worldNormal;
    65.             float3 worldPos;
    66.             half3 lightDir;
    67.             half4 screenPos;
    68.             half3 worldRefl;
    69.         };
    70.  
    71.         void surf (Input IN, inout SurfaceOutputStandard o)
    72.         {
    73.             float2 screenUV = IN.screenPos.xy / (IN.screenPos.w + 0.00001);//Avoid zero division on dx11
    74.             float3 behind = tex2D(_After ,screenUV  );
    75.  
    76.             float4 stuff = tex2D(_Stuff,IN.uv_Stuff);
    77.             float AO = stuff.x;
    78.             float Metal = stuff.y;
    79.             float Smooth = stuff.z;
    80.             float Emi = stuff.w;
    81.          
    82.             o.Normal = UnpackNormal(tex2D(_Normal,IN.uv_Normal));
    83.             float3 worldNormal = WorldNormalVector (IN, float3(0, 0, 1));          
    84.  
    85.             float3 Eye = normalize(_WorldSpaceCameraPos - IN.worldPos);
    86.             float rim = 1 - dot(Eye,worldNormal);
    87.             rim = pow(rim,RimPow);
    88.             rim *= RimGain;
    89.                      
    90.             fixed4 albe = tex2D (_MainTex, IN.uv_MainTex) ;
    91.             fixed4 c = (albe * _Color * AO + (rim * _ColorEmi)) *StrokesGain;
    92.  
    93.             fixed4 desaturated = (c.x + c.y + c.z) * 0.3333333;
    94.             c = lerp(desaturated,c,Saturation);
    95.  
    96.             o.Albedo = c *  (1-Stealth) * AlbedoGain;
    97.             o.Metallic = _Metallic * Metal* (1-Stealth);
    98.             float3 normalEmi = Emi * EmissionGain * _ColorEmi + (rim * RimEmi * _ColorEmi);
    99.             float3 StealthEmi =  behind + (Emi * EmissionGain * _ColorEmi)+ (rim * RimEmi * _ColorEmi);
    100.  
    101.             o.Emission = Emi * EmissionGain + (rim * RimEmi * _ColorEmi) ;
    102.             o.Emission = lerp(normalEmi ,StealthEmi ,Stealth);
    103.             o.Smoothness = _Glossiness * Smooth * (1-Stealth);
    104.             o.Alpha = 1;
    105.         }
    106.         ENDCG
    107.     }
    108.     Fallback "Transparent/VertexLit"
    109. }
    Commenting the line seems to fix the issue for some obscure reason, but it can't be the solution :

    Code (CSharp):
    1. o.Normal = UnpackNormal(tex2D(_Normal,IN.uv_Normal));
    This issue makes my first build fail systematically which is quite a bummer since it breaks any Continuous Integration we might have. Any tips on why this is happening would be greatly appreciated.

    Cheers!
     
  11. ming4883

    ming4883

    Joined:
    Nov 20, 2013
    Posts:
    2
    Hi ChainsawesomeJS,
    The following simple surface shader seems to work in 5.6.0b8 running on both Mac (Metal) and Windows 10(DX11), would you please give a try.
    Code (csharp):
    1.  
    2. Shader "MGFX/WaterFlowBump" {
    3.     Properties {
    4.         _Color ("Color", Color) = (1,1,1,1)
    5.         _MainTex ("Albedo (RGB)", 2D) = "white" {}
    6.         _NormalMapTex ("NormalMap", 2D) = "bump" {}
    7.         _Metallic ("Metallic", Range(0,1)) = 0.0
    8.         _Glossiness ("Smoothness", Range(0,1)) = 0.5
    9.         _FlowMapTex("FlowMap", 2D) = "white" {}
    10.     }
    11.     SubShader {
    12.         Tags { "RenderType"="Opaque" }
    13.         LOD 200
    14.      
    15.         CGPROGRAM
    16.         // Physically based Standard lighting model, and enable shadows on all light types
    17.         #pragma surface surf Standard fullforwardshadows
    18.  
    19.         // Use shader model 3.0 target, to get nicer looking lighting
    20.         #pragma target 3.0
    21.  
    22.         sampler2D _MainTex;
    23.         uniform half4 _MainTex_TexelSize;
    24.  
    25.         sampler2D _NormalMapTex;
    26.         uniform half4 _NormalMapTex_TexelSize;
    27.  
    28.         struct Input {
    29.             float2 uv_MainTex;
    30.             float2 uv_NormalMapTex;
    31.             float3 worldPos;
    32.             float3 worldNormal; INTERNAL_DATA
    33.         };
    34.  
    35.         half _Glossiness;
    36.         half _Metallic;
    37.         fixed4 _Color;
    38.  
    39.         sampler2D _FlowMapTex;
    40.         half4x4 _FlowMapMatrix;
    41.  
    42.         // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
    43.         // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
    44.         // #pragma instancing_options assumeuniformscaling
    45.         UNITY_INSTANCING_CBUFFER_START(Props)
    46.             // put more per-instance properties here
    47.         UNITY_INSTANCING_CBUFFER_END
    48.  
    49.         void surf (Input IN, inout SurfaceOutputStandard o) {
    50.  
    51.             half2 uv_FlowMap = mul(_FlowMapMatrix, half4(IN.worldPos, 1)).xy;
    52.             half4 flow = tex2D(_FlowMapTex, uv_FlowMap);
    53.             half2 uv_Offset = (flow.xy * 2.0 - 1.0) * _Time.yy;
    54.             half2 uv_NormalMap = (IN.worldPos.xz / 10.0) + uv_Offset * _NormalMapTex_TexelSize.xy;
    55.  
    56.             o.Normal = UnpackNormal (tex2D (_NormalMapTex, uv_NormalMap));
    57.          
    58.             // Albedo comes from a texture tinted by color
    59.             fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
    60.             o.Albedo = c.rgb;
    61.          
    62.             // Metallic and smoothness come from slider variables
    63.             o.Metallic = _Metallic;
    64.             o.Smoothness = _Glossiness;
    65.             o.Alpha = c.a;
    66.         }
    67.         ENDCG
    68.     }
    69.     FallBack "Diffuse"
    70. }
    71.  
     
    Last edited: Feb 15, 2017
    Matt-Roper likes this.
  12. ChainsawesomeJS

    ChainsawesomeJS

    Joined:
    May 15, 2015
    Posts:
    29
    I'll try it, but just to be clear, my shader does work. It just triggers a build error the first time I do a build after opening Unity. I also have a bunch of other surface shaders using the worldPos and whatnot, they all work. I just have 2 of them triggering this weird build error, one being the one I posted earlier, which is why it's so odd.
     
    Last edited: Feb 15, 2017