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Custom postprocess white in build

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I'm having some trouble with a custom post process i wrote for Unity. It's supposed to fade the colors of the scene using a color ramp texture according to depth. It works fine when I'm playing the game through the editor. But when I build the game everything is all white. So in some way my shader only gives white when running in a build but not in the play mode in the editor. I added my shader code below, the interesting rows are probably 34-37. Any suggestions? Shader "Custom/Tint" { Properties { _MainTex("", any) = "" {} _FogRamp("", 2D) = "white" {} } CGINCLUDE #pragma target 4.0 #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; sampler2D _MainTex; sampler2D _CameraDepthTexture; sampler2D _FogRamp; v2f vert(appdata_img v) { v2f o = (v2f)0; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = v.texcoord; return o; } float4 frag(v2f input) : SV_Target { float depth = Linear01Depth(tex2D(_CameraDepthTexture, input.uv)); float4 fogColor = tex2D(_FogRamp, float2(depth, 0)); float4 result = lerp(tex2D(_MainTex, input.uv), fogColor, fogColor.a); return result; } ENDCG SubShader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } Fallback off }

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