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Question by kilian277 · Jul 19, 2015 at 03:11 PM · shaderunity5transparencyalpha

Unity 5 transparency in custom shader

Hi,

i cannot seem to wrap my head around it since converting the project to unity 5 every transparency shader hasn't worked or got some weird background transparency on the trees.

Here's a pic from my grass billboard :

alt text

And here's the shader code for that grass billboard :

 Shader "Partner/Billboard_alpha_to_coverage" {
     Properties {
         _Color ("Color", Color) = (1,1,1,1)
         _MainTex ("Albedo (RGB)", 2D) = "white" {}
         _Brightness ("Brightness override", range (0,25.0)) = 0.0
     }
     SubShader 
     {
         Tags {"Queue"="Transparent"}
         LOD 200
         Blend SrcAlpha OneMinusSrcAlpha
         AlphaToMask On
         Cull Off
         
         CGPROGRAM
         // Physically based Standard lighting model, and enable shadows on all light types
         #pragma surface surf BlinnPhong alpha
         //#pragma target 3.0
 
         sampler2D _MainTex;
         float _Brightness;
 
         struct Input {
             float2 uv_MainTex;
         };
 
         fixed4 _Color;
 
         void surf (Input IN, inout SurfaceOutput o) {
             // Albedo comes from a texture tinted by color
             fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
             o.Albedo = c.rgb * _Brightness;
             o.Alpha = c.a;
         }
         ENDCG
     } 
     FallBack "Diffuse"
 }
 
transparency.jpg (99.2 kB)
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avatar image suribe · Jan 10, 2016 at 12:28 PM 0
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I've just tried your shader and it seems to work fine. Have you checked the texture import settings? maybe you need to play around with that.

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Answer by sjpt · Jan 10, 2016 at 07:22 AM

You probably need to add a tag "RenderType" = "Transparent" That said, I can't get transparency to work even with that ....

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avatar image sjpt · Jan 10, 2016 at 02:34 PM 0
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$$anonymous$$ine (see my earlier comment) wasn't working because I'd forgotten the alpha on the #pragma (Original poster had that right) There is a lot that has to be just so to get transparency working in Unity.

Working now (except that alpha=1 doesn't behave like opaque. I'll experiment with Zwrite and blending modes when I get the chance.

avatar image keeperkai2 sjpt · Mar 14, 2016 at 02:59 AM 0
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using the "alpha" options merely adds: Blend SrcAlpha One$$anonymous$$inusSrcAlpha to the compiled shader code, it doesn't matter which alpha:blend, alpha:fade or just alpha, it all ends up with the above... that means that we cannot use Blend SrcAlpha One or other options stated in the documents, it is a bug, they should fix it... Of course you can write your own vertex/fragment shaders but as far as I know, surface shaders completely ignore your Blend options in Unity 5( in Unity 4 you could actually just use Blend options, it would work, but the Unity 5 surface shader compiler seems to ignore you)

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