- Home /
Question by
jahardner · Aug 15, 2016 at 06:04 PM ·
shadersflashlightunlit
Unlit Transparent Shader to show a bit of the meshes it touches
So let me just start by saying that this is my first foray into shaders, and I'm followed this tut: https://www.youtube.com/watch?v=xkcCWqifT9M to get a "flashlight effect" but in 2D. I want the shader to show a bit of the meshes the flashlight mesh hits like in the tutorial, but I also need it to be unlit. So I combined his and unlit shader script to get this:
Shader "Custom/Stencil Object" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
Stencil {
Ref 1
Comp equal
}
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
The unlit functionality works, the ability to see the meshes it hits, not so much. Any ideas?
Thank you much!
Comment
Your answer