Problem with Vertex Normal and INTERNAL_DATA

Node-based Shader Editor

Problem with Vertex Normal and INTERNAL_DATA

Postby magoclown » Tue Jul 31, 2018 5:07 pm

Hello, I was trying to create a shader with custom light and a kind of effect of overlap for the objects, I made both parts separately, and then when I was trying to mix them it fails, the first thing I tried was modify the code and delete de ";" from "INTERNAL_DATA", but then it send this error:
"unrecognized identifier 'INTERNAL_DATA' "

I try to find what was wrong, and I didn't find anything, the only thing I discover was when the Overlap part was connected to Local Vertex Offset, and at the same time some node of "Vertex Normal" was connected to Custom Light, and I didn't mean literaly connected, if there is any vertex normal in the function and then is connected to Custom Light it fails.

This is the self-generated code
Code: Select all
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "TestShader"
{
   Properties
   {
      _ASEOutlineWidth( "Outline Width", Float ) = 0
      _OverlapColor("OverlapColor", Color) = (1,0,0,1)
      [HideInInspector] __dirty( "", Int ) = 1
   }

   SubShader
   {
      Pass
      {
         ColorMask 0
         ZWrite On
      }

      Tags{ "RenderType" = "Transparent"  "Queue" = "Transparent+0"}
      ZWrite Off
      ZTest Always
      Cull Back
      CGPROGRAM
      #pragma target 3.0
      #pragma surface outlineSurf Outline nofog alpha:fade  keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nometa noforwardadd vertex:outlineVertexDataFunc
      uniform half _ASEOutlineWidth;
      void outlineVertexDataFunc( inout appdata_full v, out Input o )
      {
         UNITY_INITIALIZE_OUTPUT( Input, o );
         v.vertex.xyz += ( v.normal * _ASEOutlineWidth );
      }
      inline half4 LightingOutline( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0,0,0, s.Alpha); }
      void outlineSurf( Input i, inout SurfaceOutput o )
      {
         float3 ase_worldPos = i.worldPos;
         float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
         float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
         float fresnelNdotV4 = dot( ase_worldNormal, ase_worldViewDir );
         float fresnelNode4 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV4, 0.0 ) );
         o.Emission = ( fresnelNode4 * _OverlapColor ).rgb;
         o.Alpha = ( fresnelNode4 * (_OverlapColor).a );
         o.Normal = float3(0,0,-1);
      }
      ENDCG
      

      Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" }
      Cull Back
      ZWrite On
      ZTest LEqual
      CGINCLUDE
      #include "UnityPBSLighting.cginc"
      #include "Lighting.cginc"
      #pragma target 5.0
      struct Input
      {
         float3 worldNormal;
         float3 worldPos;
         INTERNAL_DATA;
      };

      struct SurfaceOutputCustomLightingCustom
      {
         half3 Albedo;
         half3 Normal;
         half3 Emission;
         half Metallic;
         half Smoothness;
         half Occlusion;
         half Alpha;
         Input SurfInput;
         UnityGIInput GIData;
      };

      uniform float4 _OverlapColor;

      void vertexDataFunc( inout appdata_full v, out Input o )
      {
         UNITY_INITIALIZE_OUTPUT( Input, o );
         v.vertex.xyz += 0;
      }

      inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
      {
         UnityGIInput data = s.GIData;
         Input i = s.SurfInput;
         half4 c = 0;
         float3 ase_worldNormal = i.worldNormal;
         float3 ase_vertexNormal = mul( unity_WorldToObject, float4( ase_worldNormal, 0 ) );
         c.rgb = ase_vertexNormal;
         c.a = 1;
         return c;
      }

      inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
      {
         s.GIData = data;
      }

      void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
      {
         o.SurfInput = i;
      }

      ENDCG
      CGPROGRAM
      #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows vertex:vertexDataFunc

      ENDCG
      Pass
      {
         Name "ShadowCaster"
         Tags{ "LightMode" = "ShadowCaster" }
         ZWrite On
         CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag
         #pragma target 5.0
         #pragma multi_compile_shadowcaster
         #pragma multi_compile UNITY_PASS_SHADOWCASTER
         #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
         #include "HLSLSupport.cginc"
         #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
            #define CAN_SKIP_VPOS
         #endif
         #include "UnityCG.cginc"
         #include "Lighting.cginc"
         #include "UnityPBSLighting.cginc"
         struct v2f
         {
            V2F_SHADOW_CASTER;
            float3 worldPos : TEXCOORD1;
            float3 worldNormal : TEXCOORD2;
            UNITY_VERTEX_INPUT_INSTANCE_ID
         };
         v2f vert( appdata_full v )
         {
            v2f o;
            UNITY_SETUP_INSTANCE_ID( v );
            UNITY_INITIALIZE_OUTPUT( v2f, o );
            UNITY_TRANSFER_INSTANCE_ID( v, o );
            Input customInputData;
            vertexDataFunc( v, customInputData );
            float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
            half3 worldNormal = UnityObjectToWorldNormal( v.normal );
            o.worldNormal = worldNormal;
            o.worldPos = worldPos;
            TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
            return o;
         }
         half4 frag( v2f IN
         #if !defined( CAN_SKIP_VPOS )
         , UNITY_VPOS_TYPE vpos : VPOS
         #endif
         ) : SV_Target
         {
            UNITY_SETUP_INSTANCE_ID( IN );
            Input surfIN;
            UNITY_INITIALIZE_OUTPUT( Input, surfIN );
            float3 worldPos = IN.worldPos;
            half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
            surfIN.worldNormal = IN.worldNormal;
            SurfaceOutputCustomLightingCustom o;
            UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o )
            surf( surfIN, o );
            #if defined( CAN_SKIP_VPOS )
            float2 vpos = IN.pos;
            #endif
            SHADOW_CASTER_FRAGMENT( IN )
         }
         ENDCG
      }
   }
   Fallback "Diffuse"
   CustomEditor "ASEMaterialInspector"
}
/*ASEBEGIN
Version=15401
2;203;1906;1036;1297;117;1;True;False
Node;AmplifyShaderEditor.CommentaryNode;1;-469.6656,417.4896;Float;False;872.4865;481.3362;;6;7;6;5;4;3;2;Overlap;1,1,1,1;0;0
Node;AmplifyShaderEditor.ColorNode;2;-364.1548,691.8254;Float;False;Property;_OverlapColor;OverlapColor;0;0;Create;True;0;0;False;0;1,0,0,1;0.2663759,0.5766683,0.7735849,1;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SwizzleNode;3;-147.4368,792.1509;Float;False;FLOAT;3;1;2;3;1;0;COLOR;0,0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.FresnelNode;4;-395.3851,464.2521;Float;True;Standard;TangentNormal;ViewDir;False;5;0;FLOAT3;0,0,1;False;4;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;6;28.98923,584.6754;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;5;-11.56796,484.5822;Float;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.NormalVertexDataNode;10;-768,240;Float;False;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.OutlineNode;7;176.2209,492.0242;Float;False;0;True;Transparent;2;7;Back;3;0;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;0,0;Float;False;True;7;Float;ASEMaterialInspector;0;0;CustomLighting;TestShader;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;1;False;-1;3;False;-1;False;0;False;-1;0;False;-1;True;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;0;False;-1;0;False;-1;0;0;False;-1;0;False;-1;-1;False;-1;-1;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
WireConnection;3;0;2;0
WireConnection;6;0;4;0
WireConnection;6;1;3;0
WireConnection;5;0;4;0
WireConnection;5;1;2;0
WireConnection;7;0;5;0
WireConnection;7;2;6;0
WireConnection;0;13;10;0
WireConnection;0;11;7;0
ASEEND*/
//CHKSM=D08D58288D182DA421C70E15212672767D3129C1
magoclown
 
Posts: 1
Joined: Tue Jul 31, 2018 4:52 pm

Re: Problem with Vertex Normal and INTERNAL_DATA

Postby Amplify_Borba » Wed Aug 01, 2018 9:15 am

Hello, thank you for getting in touch and for your support!

I've just confirmed the issue and have passed it to the developer for further investigation, we really appreciate that you took the time to report it in such detail.

We'll get back in touch as soon as we have any related developments, thanks!
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Amplify_Borba
 
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