Cutout Shader not working on new Unity Line Renderer
Hello people,
Our team is having an issue when using the new line renderer from unity 2017.3.0f3.
The cutout shader we use for our game objects work's just fine, the problem is when we apply it to the new line renderer with a "rotated parent". Example: Our Line Renderer object has the rotation (0,0,0) and it's parent has (45,0,36). It should apply the shader based on its local position but on the line renderer, it appears to be using global position.
We want to know why it does not work for the new line renderer.
We appreciate your help, thanks.
Here is the code we use for the cutout shader on objects like box, spheres, etc. It is working.
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
float2 localPos : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Slider;
float4 _Color;
float4 _CardLocalScale;
float4 _TransformLocalPosition;
float4 _TransformLocalScale;
float _Smooth;
v2f vert (appdata_t v)
{
v2f o;
o.localPos = v.vertex * _TransformLocalScale;
o.localPos += _TransformLocalPosition;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float x = _Bounds.x * 0.5f;
float y = _Bounds.y * 0.5f;
if(i.localPos.y > y || i.localPos.y < -y || i.localPos.x > x || i.localPos.x < -x)
{
discard;
}
fixed4 col = tex2D(_MainTex, i.texcoord) * _Color;
return col;
}
ENDCG
}
Your answer
Follow this Question
Related Questions
Problem with transparency of an object 0 Answers
Unity Standard Cutout - Black Border Issues,Standard Cutout Shader - Darker Areas Bug 1 Answer
Silly Sausage - Nitrome , Player MoveMent Snake/Worm 0 Answers
Universal Render Pipeline Compilation Error 7.2.1 0 Answers
LineRender,How to erase a Line Renderer at certain points. 0 Answers