Reference Manual>Shader Reference>Writing vertex and fragment shaders>Accessing shader properties in Cg
Shader declares Material properties in a Properties block. If you want to access some of those properties in a shader program, you need to declare a Cg/HLSL variable with the same name and a matching type. An example is provided in Shader Tutorial: Vertex and Fragment Programs.
For example these shader properties:
_MyColor ("Some Color", Color) = (1,1,1,1) _MyVector ("Some Vector", Vector) = (0,0,0,0) _MyFloat ("My float", Float) = 0.5 _MyTexture ("Texture", 2D) = "white" {} _MyCubemap ("Cubemap", CUBE) = "" {}
would be declared for access in Cg/HLSL code as:
fixed4 _MyColor; // low precision type is enough for colors float4 _MyVector; float _MyFloat; sampler2D _MyTexture; samplerCUBE _MyCubemap;
Cg can also accept uniform keyword, but it is not necessary:
uniform float4 _MyColor;
Property types in ShaderLab map to Cg/HLSL variable types this way:
Page last updated: 2012-09-04