Frist time I plug all the values:
generated code:
- Code: Select all
float3 temp_cast_0 = ( temp_output_48_0 + ( ( temp_output_34_0 > 0.5 ) ? _TargetFaceColor : _CurrentFaceColor ) );
Closing, reopening the shader editor and then selecting the compare node will change its B value to a color type (float4):
thus changing the generated code to this:
- Code: Select all
float4 temp_cast_0 = temp_output_48_0;
o.Albedo = ( temp_cast_0 + ( ( temp_output_34_0 > float4( 0.5,0,0,0 ) ) ? _CurrentFaceColor : _TargetFaceColor ) ).rgb;
The strange bit is this code generate artifacts in final result, the yellow bar in between the red and green colors should not be there.
I find also other inconsistencies, that made this same node output a single channel color (black and white) with both red and green colors pluged in the True and False ports.
Edit:
Why my wires aren't color coded?
This is my shader
- Code: Select all
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "MyNamespace/Transition"
{
Properties
{
[HideInInspector] __dirty( "", Int ) = 1
_CurrentFaceColor("CurrentFaceColor", Color) = (1,0,0,1)
_TargetFaceColor("TargetFaceColor", Color) = (0,1,0,1)
_Transition("Transition", Range( 0 , 1)) = 0.5
_BlendingFactor("BlendingFactor", Range( 0.001 , 1)) = 0.05
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
Cull Back
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard keepalpha addshadow fullforwardshadows vertex:vertexDataFunc
struct Input
{
float2 texcoord_0;
};
uniform float _Transition;
uniform float _BlendingFactor;
uniform float4 _TargetFaceColor;
uniform float4 _CurrentFaceColor;
void vertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
o.texcoord_0.xy = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
}
void surf( Input i , inout SurfaceOutputStandard o )
{
float temp_output_39_0 = ( _Transition * ( _BlendingFactor + 1.0 ) );
float temp_output_24_0 = ( temp_output_39_0 - _BlendingFactor );
float temp_output_34_0 = ( ( clamp( abs( lerp( -1.0 , 1.0 , i.texcoord_0.y ) ) , temp_output_24_0 , temp_output_39_0 ) - temp_output_24_0 ) / _BlendingFactor );
o.Albedo = ( ( temp_output_34_0 > float4( 0.5,0,0,0 ) ) ? _TargetFaceColor : _CurrentFaceColor ) .rgb;
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
/*ASEBEGIN
Version=6001
142;203;1276;772;1140.299;170.1858;1;True;False
Node;AmplifyShaderEditor.RangedFloatNode;25;-2248.888,407.6957;Float;False;Property;_BlendingFactor;BlendingFactor;2;0;0.05;0.001;1;FLOAT
Node;AmplifyShaderEditor.SimpleAddOpNode;40;-1968.29,305.6659;Float;False;0;FLOAT;0.0;False;1;FLOAT;1.0;False;FLOAT
Node;AmplifyShaderEditor.TextureCoordinatesNode;5;-2155.088,-93.7033;Float;False;0;-1;2;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;FLOAT2;FLOAT;FLOAT;FLOAT;FLOAT
Node;AmplifyShaderEditor.RangedFloatNode;3;-2259.71,133.5999;Float;False;Property;_Transition;Transition;2;0;0.5;0;1;FLOAT
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;39;-1851.886,143.6646;Float;False;0;FLOAT;0.0;False;1;FLOAT;0.0;False;FLOAT
Node;AmplifyShaderEditor.LerpOp;9;-1902.485,-94.60487;Float;False;0;FLOAT;-1.0;False;1;FLOAT;1.0;False;2;FLOAT;0.0;False;FLOAT
Node;AmplifyShaderEditor.AbsOpNode;10;-1734.485,-94.90546;Float;True;0;FLOAT;0.0;False;FLOAT
Node;AmplifyShaderEditor.SimpleSubtractOpNode;24;-1706.579,240.5968;Float;False;0;FLOAT;0.0;False;1;FLOAT;0.0;False;FLOAT
Node;AmplifyShaderEditor.ClampOpNode;21;-1529.379,95.29521;Float;False;0;FLOAT;0.0;False;1;FLOAT;0.0;False;2;FLOAT;0.0;False;FLOAT
Node;AmplifyShaderEditor.SimpleSubtractOpNode;32;-1320.996,96.06426;Float;False;0;FLOAT;0.0;False;1;FLOAT;0.0;False;FLOAT
Node;AmplifyShaderEditor.SimpleDivideOpNode;34;-1086.495,380.9645;Float;True;0;FLOAT;0.0;False;1;FLOAT;0.0;False;FLOAT
Node;AmplifyShaderEditor.ColorNode;1;-798.2981,-67.89948;Float;False;Property;_CurrentFaceColor;CurrentFaceColor;0;0;1,0,0,1;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
Node;AmplifyShaderEditor.ColorNode;2;-795.5972,98.29967;Float;False;Property;_TargetFaceColor;TargetFaceColor;1;0;0,1,0,1;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
Node;AmplifyShaderEditor.AbsOpNode;42;-683.2822,503.7646;Float;False;0;FLOAT;0.0;False;FLOAT
Node;AmplifyShaderEditor.SimpleAddOpNode;43;-559.0831,504.0647;Float;False;0;FLOAT;0.0;False;1;FLOAT;0.0;False;FLOAT
Node;AmplifyShaderEditor.SimpleSubtractOpNode;41;-839.9818,506.5649;Float;False;0;FLOAT;0.5;False;1;FLOAT;0.5;False;FLOAT
Node;AmplifyShaderEditor.LerpOp;51;-515.2081,140.9646;Float;False;0;COLOR;0.0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0.0;False;COLOR
Node;AmplifyShaderEditor.SimpleAddOpNode;49;-189.4057,501.165;Float;False;0;FLOAT;0.0;False;1;FLOAT;0.01;False;FLOAT
Node;AmplifyShaderEditor.SimpleSubtractOpNode;48;-441.0061,502.2653;Float;True;0;FLOAT;1.0;False;1;FLOAT;1.0;False;FLOAT
Node;AmplifyShaderEditor.SimpleAddOpNode;47;-252.306,162.5649;Float;False;0;FLOAT;0.0;False;1;FLOAT;0;False;FLOAT
Node;AmplifyShaderEditor.TFHCCompareGreater;58;-473.299,-110.1858;Float;False;0;FLOAT;0,0,0,0;False;1;COLOR;0.5,0,0,0;False;2;COLOR;0.0;False;3;COLOR;0.0;False;COLOR
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;22.40005,161.8;Float;False;True;2;Float;ASEMaterialInspector;Standard;MyNamespace/Transition;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;0;False;0;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;False;0;255;255;0;0;0;0;False;0;4;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;Add;Add;0;False;0;0,0,0,0;VertexOffset;False;Cylindrical;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0.0;False;4;FLOAT;0.0;False;5;FLOAT;0.0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0.0;False;9;FLOAT;0.0;False;10;OBJECT;0.0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;13;OBJECT;0.0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False
WireConnection;40;0;25;0
WireConnection;39;0;3;0
WireConnection;39;1;40;0
WireConnection;9;2;5;2
WireConnection;10;0;9;0
WireConnection;24;0;39;0
WireConnection;24;1;25;0
WireConnection;21;0;10;0
WireConnection;21;1;24;0
WireConnection;21;2;39;0
WireConnection;32;0;21;0
WireConnection;32;1;24;0
WireConnection;34;0;32;0
WireConnection;34;1;25;0
WireConnection;42;0;41;0
WireConnection;43;0;42;0
WireConnection;43;1;42;0
WireConnection;41;1;34;0
WireConnection;51;0;2;0
WireConnection;51;1;1;0
WireConnection;51;2;34;0
WireConnection;49;0;48;0
WireConnection;48;1;43;0
WireConnection;47;0;48;0
WireConnection;58;0;34;0
WireConnection;58;2;2;0
WireConnection;58;3;1;0
WireConnection;0;0;58;0
ASEEND*/
//CHKSM=D73986BA0D58769C53B1235CDDBC87C2DCCF06B9