11-05-2021, 08:45 AM
(11-05-2021, 08:42 AM)alpaib Wrote: Well, actually I think I can look for the solution for the pink materials because, as you said, it is not something about Obi Fluid. But, the error that doesn't let me make the build is actually one of your asset, called ScreenSpaceCurvatureFlow.shader, so I deleted it and I am able to make the build and see the fluid, but the color is black.
So the shader error is,
Shader error in 'Hidden/ScreenSpaceCurvatureFlow': undeclared identifier 'sampler_MainTex' at line 56 (on gles3)
And the lines are these ones:
sampler2D_float _MainTex;
float4 _MainTex_TexelSize;
float _BlurScale;
float _BlurRadiusWorldspace;
float4 frag (v2f i) : SV_Target
{
float maxBlurRadius = 8.0;
float blurDepthFalloff = 5.5;
//discontinuities between different tap counts are visible. to avoid this we
//use fractional contributions between #taps = ceil(radius) and floor(radius)
float depth = Z2EyeDepth(SAMPLE_DEPTH_TEXTURE(_MainTex, i.uv));
The last one is the line 56.