Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by ExtremePowers · Nov 02, 2014 at 09:44 PM · shadermultiplequeue

Multiple queue in a shader

How can I set multiple Queues in a shader, because I want the shader to be transparent and always be placed behind anything else. So wouldn't I need to set the Queue to Background and to Transparent, if not how would I do this. I am new to shaders, so I am not entirely sure.

 Shader "Background/Alpha" {
 Properties {
     _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
     _MainTex ("Particle Texture", 2D) = "white" {}
     _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
 }
 
 Category {
     Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
     Blend SrcAlpha OneMinusSrcAlpha
     AlphaTest Greater .01
     ColorMask RGB
     Cull Off Lighting Off ZWrite Off
 
     SubShader {
         Pass {
         
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma multi_compile_particles
             
             #include "UnityCG.cginc"
 
             sampler2D _MainTex;
             fixed4 _TintColor;
             
             struct appdata_t {
                 float4 vertex : POSITION;
                 fixed4 color : COLOR;
                 float2 texcoord : TEXCOORD0;
             };
 
             struct v2f {
                 float4 vertex : SV_POSITION;
                 fixed4 color : COLOR;
                 float2 texcoord : TEXCOORD0;
                 #ifdef SOFTPARTICLES_ON
                 float4 projPos : TEXCOORD1;
                 #endif
             };
             
             float4 _MainTex_ST;
 
             v2f vert (appdata_t v)
             {
                 v2f o;
                 o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                 #ifdef SOFTPARTICLES_ON
                 o.projPos = ComputeScreenPos (o.vertex);
                 COMPUTE_EYEDEPTH(o.projPos.z);
                 #endif
                 o.color = v.color;
                 o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
                 return o;
             }
 
             sampler2D_float _CameraDepthTexture;
             float _InvFade;
             
             fixed4 frag (v2f i) : SV_Target
             {
                 #ifdef SOFTPARTICLES_ON
                 float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
                 float partZ = i.projPos.z;
                 float fade = saturate (_InvFade * (sceneZ-partZ));
                 i.color.a *= fade;
                 #endif
                 
                 return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
             }
             ENDCG 
         }
     }    
 }
 }
 
Comment
Add comment · Show 5
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image tanoshimi · Nov 02, 2014 at 09:53 PM 0
Share

What's the point of a transparent shader that is always behind everything else. What do you expect to see through the transparent parts?

avatar image ExtremePowers · Nov 02, 2014 at 09:55 PM 0
Share

The shader is supposed to show a cloud texture with transparency and if there isn't anything infront of the mesh it is attached to it should be showed but if there is anything in the way it will not be shown.

avatar image tanoshimi · Nov 02, 2014 at 09:59 PM 0
Share

I'm still having trouble understanding why you need the transparency. Your "cloud texture with transparency" is behind absolutely everything else, right? So what do you expect to see through the transparent parts of it?

avatar image mouurusai · Nov 02, 2014 at 10:32 PM 0
Share

Tags { "Queue"="Backgroung+1" "IgnoreProjector"="True" "RenderType"="Transparent" } I think.

avatar image ExtremePowers · Nov 03, 2014 at 09:01 PM 0
Share

For some reason, the texture doesn't show when I set the Queue to Background+1 It is perfect if I enter the sphere in scene view, but when it is in-game the player doesn't seem to render the texture.

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by AVOlight · Nov 02, 2014 at 10:28 PM

I know little to nothing about shaders, but I got around a vertex transparency masking problem by setting render queues on the gameObjects themselves. Instead of a shader with multiple positions in a queue, having different positions for different elements is easier to make sense of. Just as long as all your elements have the same shader in common.

Approaching this from a component perspective, you'd just need to add a component that sets the queue(s) on the background(s).

Also keep in mind that the editor view doesn't show the effects of render queue changes made via components until your in play mode. (unless there's something I'm missing about having it show while !Application.playing)

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

28 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Shader - Using Multiple Pass for different shader target 1 Answer

Multiple materials on same object 0 Answers

How to change when a halo is drawn? 0 Answers

Why is my picture distorted? 0 Answers

Additive shader with zbuffer off 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges