Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 cdr9042 · Mar 13, 2019 at 09:17 AM · shadersurface shader

How do I make this shader additive blending?

I'm trying to make a Surface Shader for the sphere on the Left to looks like the one on the Right. Currently, the left sphere is having a opaque black color on it instead of additive color.

The right sphere is using a Vertex/Fragment shader I got from a website, I don't know how to do the same to a Surface Shader, I'm a beginner. alt text

I have to use Surface Shader because the tutorial I'm following (World of Zero's tutorial) use it for a reactive forcefield that react to impact.

This is the rim shader I'm copying for the left sphere

 Shader "Custom/RimMiscellaneous"
 {
     Properties{
         _MainTex("Base (RGB)", 2D) = "white" {}
         _RimValue("Rim value", Range(0, 1)) = 0.5
         _Color("Color", Color) = (1, 1, 1, 1)
     }
         SubShader{
             Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
 
             CGPROGRAM
             #pragma surface surf Lambert alpha
 
             sampler2D _MainTex;
             fixed _RimValue;
 
             struct Input {
                 float2 uv_MainTex;
                 float3 viewDir;
                 float3 worldNormal;
             };
 
             fixed4 _Color;
 
             void surf(Input IN, inout SurfaceOutput o) {
                 half4 c = tex2D(_MainTex, IN.uv_MainTex + _Time.y * 0.1);
                 o.Albedo = c.rgb * _Color;
 
                 float3 normal = normalize(IN.worldNormal);
                 float3 dir = normalize(IN.viewDir);
                 float val = 1 - (abs(dot(dir, normal)));
                 float rim = val * val *  _RimValue;
                 o.Alpha = c.a * rim;
             }
             ENDCG
         }
             FallBack "Diffuse"
 }

image-091.png (232.8 kB)
Comment
Add comment
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

0 Replies

· Add your reply
  • Sort: 

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

161 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 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 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 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 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 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 issues when trying to fade between two tiles using a mask 1 Answer

Folded UV's results in difference in shading of normals? 0 Answers

Can I unpack normal / tangent / uv information in the vertex function in a surface shader? 1 Answer

How to make a conditional #pragma surface noforwardadd 1 Answer

Vertex-fragment shader pass not working in WebGL build. 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