Hi, I need your help for building a cross section shader and have two different issues. I hope you can help me! First of all: Although I have some experience with shaders in unity, I'm still a beginner. Here is my basic (and working) cross section shader: https://drive.google.com/file/d/0B5GmHCLEk27GSHFpNlRfWmpzQWM/view?usp=sharing Spoiler Code (CSharp): Shader "Slice/Slice1" { Properties { _MainTex ("Texture", 2D) = "white" {} _section ("Section plane (x angle, y angle, z angle, w displacement)", vector) = (0,0,0,0.15) } SubShader { Tags { "RenderType" = "Opaque" "Queue"="Geometry" "IgnoreProjector"="True"} Cull Off CGPROGRAM #pragma surface surf Lambert struct Input { float2 uv_MainTex; float3 worldPos; float3 viewDir; float3 worldNormal; }; sampler2D _MainTex; float4 _section; void surf (Input IN, inout SurfaceOutput o) { float toClip = _section.x * 0.1 * IN.worldPos.x + _section.y * 0.1 * IN.worldPos.y + _section.z * 0.1 * IN.worldPos.z + _section.w; clip( toClip); float fd = dot( IN.viewDir, IN.worldNormal); if (fd.x > 0) { o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb; return; } o.Emission = tex2D (_MainTex, IN.uv_MainTex).rgb; } ENDCG } Fallback "Diffuse" } My next step is to implement some normal map functionality. I tried this: Spoiler Code (CSharp): Shader "Slice/Slice1" { Properties { _MainTex ("Texture", 2D) = "white" {} _BumpMap ("Bumpmap", 2D) = "bump" {} _section ("Section plane (x angle, y angle, z angle, w displacement)", vector) = (0,0,0,0.15) } SubShader { Tags { "RenderType" = "Opaque" "Queue"="Geometry" "IgnoreProjector"="True"} Cull Off CGPROGRAM #pragma surface surf Lambert struct Input { float2 uv_MainTex; float3 worldPos; float3 viewDir; float3 worldNormal; }; sampler2D _MainTex; sampler2D _BumpMap; float4 _section; void surf (Input IN, inout SurfaceOutput o) { float toClip = _section.x * 0.1 * IN.worldPos.x + _section.y * 0.1 * IN.worldPos.y + _section.z * 0.1 * IN.worldPos.z + _section.w; clip( toClip); float fd = dot( IN.viewDir, IN.worldNormal); if (fd.x > 0) { o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb; o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_MainTex)); return; } o.Emission = tex2D (_MainTex, IN.uv_MainTex).rgb; } ENDCG } Fallback "Diffuse" } But I get the following error: "... Too many texture interpolators would be used for ForwardBase pass at line..." I also tried to add " #pragma target 3.0 ", but then I get another error which doesn't really tell me where the problem is : " ... invalid subscript 'TtoW0' at line 145 ..." What is the problem there? My next problem is, that I want to cap the holes. My idea is using Stencil Buffers and create a mask from the Back and Front Cull to get a mask from the "seams" and finally take a plane and control its visibilty by the mask I have created... But the problem I have is, that I don't even know how to get started... Does someone has an idea? big thanks to you in advance!