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 esco1979 · May 31, 2015 at 12:15 PM · shaderunity5graphics

Need help with a shader that uses additive particle blending (worked in 4.6; broken in unity 5):

Hello everyone. I have a shader that worked fine in Unity 4.6, but when I upgraded to Unity 5 it began giving me errors. I found out that by simply changing 2 lines it would remove the errors and that this was due to the update itself. However even with no errors, the shader now seems to do nothing. The material preview that normally shows up on a material doesn't even appear, so I am wondering if for some reason it is rendering things invisible.

The shader code is below; the 3 lines of code I changed to get it to work in Unity 5 have a comment next to them (thanks to echo4papa for telling me what to do there). I also included a link to a package below with the shader that has the issue and a working normal one (the only difference is the broken one applies additive particle blending the other doesn't). I am all but certain it has to do with my TEXCOORD semantic declarations.

About the package: Both shaders and materials for each are setup as they should be. The normal one works fine as you can see (the material is called Skelerang). The shader under the transparent/additive menu does not though (the material is skelerangAdd). If it worked, the same material shown on the skelerang material would show up, but it would also use additive blending as well.

Please help; this shader is an integral part of the engine and it has been broken for literally months now. :(

http://www.mediafire.com/download/fq74at8417yvdas/thanksforhelping.unitypackage

 Shader "Transparent/Additive/RedScalePalette"
 {
     Properties
     {
        _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
        _MainTex ("Particle Texture", 2D) = "white" {}
        _ColorRamp ("Color Palette", 2D) = "gray" {}
        _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
         _PaletteCount("PaletteCount", float) = 2.0
     }
     
     Category
     {
        Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
        Blend SrcAlpha One
        AlphaTest Greater .01
        ColorMask RGB
        Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
        BindChannels
        {
            Bind "Color", color
            Bind "Vertex", vertex
            Bind "TexCoord", texcoord
        }
     
        // ---- Fragment program cards
        SubShader
        {
            Pass
            {    
                CGPROGRAM
                 #pragma glsl
                 #pragma target 3.0
                #pragma vertex vert
                #pragma fragment frag
                #pragma fragmentoption ARB_precision_hint_fastest
                #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 : POSITION;
                    fixed4 color : COLOR;
                    float2 texcoord : TEXCOORD0;
                    float2  uv : TEXCOORD1;      //changed from TEXCOORD0 to TEXCOORD1      
                    #ifdef SOFTPARTICLES_ON
                    float4 projPos : TEXCOORD2;    //changed from, TEXCOORD0 to TEXCOORD2
                    #endif
                };
     
                float4 _MainTex_ST;
     
                v2f vert (appdata_t v)
                {
                    v2f o;
                    UNITY_INITIALIZE_OUTPUT(v2f,o);
                    o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);            //ADDED THIS LINE IN
                    #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 _CameraDepthTexture;
                float _InvFade;
                sampler2D _ColorRamp;
                 float _PaletteCount;
     
                   float4 frag (v2f i) : COLOR
                   {
                 
                      #ifdef SOFTPARTICLES_ON
                      float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
                      float partZ = i.projPos.z;
                      float fade = saturate (_InvFade * (sceneZ-partZ));
                      i.color.a *= fade;
                      #endif               
                     
                    float colorMap = (tex2D(_MainTex, i.uv).r);                   
                   
                     float4 pCoord = tex2Dlod(_MainTex, float4(i.texcoord.xy, 0.0, 0.0));
                   
                     float palSize = 1.0/_PaletteCount;
                     float palShift = i.color.r*255.0;
               
                   
                    float4 result;
                    result.rgb = tex2D(_ColorRamp, float2(colorMap, (pCoord.r*palSize+palSize*(palShift-1)))).rgb;
                    result.r = (result.r);
                    result.g = (result.g);                     
                    result.b = (result.b);
                                     
                    result.a = tex2D(_ColorRamp, float2(colorMap, (pCoord.r*palSize+palSize*(palShift-1)))).a;
                    result.a = result.a*(tex2D(_MainTex, i.uv).a)* i.color.a;
                   
                      return 2.0f * result * _TintColor;
                   }
                ENDCG
            }
        } 
     
        // ---- Dual texture cards
        SubShader
        {
            Pass
            {
                SetTexture [_MainTex]
                {
                    constantColor [_TintColor]
                    combine constant * primary
                }
                SetTexture [_MainTex]
                {
                    combine texture * previous DOUBLE
                }
            }
        }
     
        // ---- Single texture cards (does not do color tint)
        SubShader
        {
            Pass
            {
                SetTexture [_MainTex]
                {
                    combine texture * primary
                }
            }
        }
        Fallback "Diffuse"
     }
 }
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

2 People are following this question.

avatar image avatar image

Related Questions

Always included shaders (Graphics settings) 1 Answer

Dymanic Mesh Hiding 2 Answers

Shader effect gone when I hit Play 0 Answers

Weird shader thing 1 Answer

Problem with custom shader (ShaderLab + Cg) 1 Answer


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