I need to set a variable of a shader without a material that wraps around it.
I'll explain the problem and why it's not like the question "How can I access shader variables from script?".
Problem
My shader is similar to this (99% of irrelevant boilerplate code removed):
Shader "Hidden/XShader"
{
Properties
{
_x ("", float) = 0
}
SubShader
{
Pass
{
float _x;
half4 frag(v2f i) : SV_Target
{
// "col" and "wpos" have been correctly defined
if (wpos.x >= _x)
{
col.r = 1;
} else {
col.r = 0;
}
return col;
}
}
}
}
This shader is set through the Edit->Project Settings->Graphics->Deferred
option. It is the default shader that the main camera uses.
Now I need to set the _x
value from code attached to the camera:
public class XCameraController : MonoBehaviour
{
public float x;
void Update()
{
<something>.SetFloat("_x", x);
}
}
The <something>
placeholder would normally be a material, as SetFloat()
is defined there. But the camera and shader do not have a material. The concept of material doesn't even apply to the default shader.
I've searched online and in the documentation for hours. I admit I failed and am at a loss here. I guess it must be simple but I can't find any documentation.
I don't expect an implemented solution, a pointer where I can find help will suffice!
But the camera and shader do not have a material. The concept of material doesn't even apply to the default shader.
True but materials simply exposes all properties from a shader so it is relevant here since you want to change the shader properties.
You have a custom shader but that's not used to render a GameObject but the camera. A material is still needed to change the shader. If you don't want to use a material then you can use the Shader.SetGlobalXXX
functions such as Shader.SetGlobalFloat("_x", 3)
but it will change all the shader properties. This is unrealistic.
The proper way to do this is to create a temporary material you will use to modify the shader, change the shader properties, then update the shader the camera is using. To do this, you have to:
Find the shader or get a reference of the shader with a public variable:
Shader camShader = Shader.Find("Hidden/XShader");
Create material from the shader
Material camMat = new Material(camShader);
Modify the property as you wish
camMat.SetFloat("_x", 3);
Apply to the modified shader property to the camera
Camera.main.SetReplacementShader(camShader, "RenderType");
If you're manually rendering the camera then use Camera.main.RenderWithShader(camShader, "RenderType")
instead of Camera.main.SetReplacementShader(camShader, "RenderType")
.