- Home /
Why won't my multiply shader work with a texture set to Point (no filter)?
Hey folks!
So, I'm working on my first shader - shader newbie here - which takes a greyscale section of a texture (UV) and multiplies it by a block of colour on the same texture (UV2). This works great, but I'm also hoping to get a retro-ish pixel-art effect with the texture - so I set the texture filter to 'point' (or 'no filter')...
Immediately the colour tinting stops working - the texture is sharp and pixelated, but it's no-longer tinted by the color block.
Can anybody tell me how to get my tinting shader to work with a texture set to point ('no filter')?
Shader code follows...
Shader "OldSchool/TranspSkinTone"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float2 uv2Tone : TEXCOORD1;
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 colTone = tex2D(_MainTex, i.uv2);
col *= colTone;
clip(col.a - 1);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
Thanks in advance,
--Rev
Answer by Reverend-Speed · Sep 14, 2017 at 10:23 AM
Hey, I was given a solution by Skilfuldriver on the Unity Forums... I failed to initialise my second UV set in the Vertex program, so the fragment program was doing nothing with the second set.
As it turns out, filtering wasn't the problem - which suggests that the tinting effect I was getting with my earlier code was... an error? Nonetheless, tinting works with a point texture using the following shader code:
Shader "OldSchool/TranspSkinTone"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float2 uv2Tone : TEXCOORD1;
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
UNITY_FOG_COORDS(2)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv2 = TRANSFORM_TEX(v.uv2Tone, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 colTone = tex2D(_MainTex, i.uv2);
col *= colTone;
clip(col.a - 1);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
All the best,
--Rev