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Question by FogCZ · Oct 29, 2020 at 08:43 AM · androidshaderrendering

Add Fade Rendering mode into my custom shader

Hello i have custom shader that i have downloaded and used for about half a year, i modified it a little bit just to add emission and other stuff but i cant seem to figure out a way to add Fade rendering mode just like in standart Shader. I need it for my special half transparent object/material and i have to use this shader. My shader : Shader "Curved/CurvedSurfaceFade" {

Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Emission("Emission", float) = 0 [HDR] _EmissionColor("Color", Color) = (0,0,0) _Glossiness ("Smoothness", Range(0,1)) = 0.5 }

SubShader {

 Tags { "RenderType"="Opaque" }
 LOD 200
 
 CGPROGRAM
 
 // Physically based Standard lighting model, and enable shadows on all light types
 
 #pragma surface surf Standard fullforwardshadows vertex:vert addshadow
 //#pragma surface surf Lambert vertex:vert addshadow
 
 // Use shader model 3.0 target, to get nicer looking lighting
 #pragma target 3.0
 
 #include "UnityCG.cginc"
 
 sampler2D _MainTex;
 
 struct Input {
 float2 uv_MainTex;
 };
 
 fixed4 _Color;
 fixed4 _EmissionColor;
 half _Glossiness;
 
 
 // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
 // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
 // #pragma instancing_options assumeuniformscaling
 
 UNITY_INSTANCING_BUFFER_START(Props)
 // put more per-instance properties here
 UNITY_INSTANCING_BUFFER_END(Props)
 
 #include "CurvedSurfaceCore.cginc"
 
 void surf (Input IN, inout SurfaceOutputStandard o)
 //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;
     o.Alpha = c.a;
     o.Emission = c.rgb * tex2D(_MainTex, IN.uv_MainTex).a * _EmissionColor;
     o.Smoothness = _Glossiness;
 }
 
 ENDCG
 
 }
 
 FallBack "Diffuse"
 
 }

Example of the shader im using for better understanding if needed. https://www.youtube.com/watch?v=UGYLMPOyHyM&feature=emb_title

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Answer by FogCZ · Oct 29, 2020 at 02:08 PM

Fixed with this shader script :

      Shader "Curved/CurvedSurfaceAlpha" {
      Properties {
     _Color ("Color", Color) = (1,1,1,1)
     _MainTex ("Albedo (RGB)", 2D) = "white" {}
     _Emission("Emission", float) = 0
     [HDR] _EmissionColor("Color", Color) = (0,0,0)
     _Glossiness ("Smoothness", Range(0,1)) = 0.5
     _Metallic ("Metallic", Range(0,1)) = 0.0
     }
     SubShader {
     Tags {"Queue"="Transparent" "RenderType"="Transparent"}
     Blend SrcAlpha OneMinusSrcAlpha
     ZWrite off

     LOD 200

     CGPROGRAM
     // Physically based Standard lighting model, and enable shadows on all light types
     //#pragma surface surf Standard fullforwardshadows vertex:vert alpha:blend noshadow
     #pragma surface surf Standard fullforwardshadows vertex:vert alpha:blend

     // 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;
     fixed4 _EmissionColor;

     // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that 
     use the shader.
     // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about 
     instancing.
     // #pragma instancing_options assumeuniformscaling
     UNITY_INSTANCING_BUFFER_START(Props)
         // put more per-instance properties here
     UNITY_INSTANCING_BUFFER_END(Props)

     #include "CurvedSurfaceCore.cginc"

     void surf (Input IN, inout SurfaceOutputStandard o) {
         // Albedo comes from a texture tinted by color
         fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
         o.Emission = c.rgb * tex2D(_MainTex, IN.uv_MainTex).a * _EmissionColor;
         o.Albedo = c.rgb;
         // Metallic and smoothness come from slider variables
         //o.Metallic = _Metallic;
         //o.Smoothness = _Glossiness;
         o.Alpha = c.a;
     }
     ENDCG
 }
 FallBack "Diffuse"
 }
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