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Is there a shader that will give me a range of transparencies for an unlit texture?
Currently, I have a lot of small signs in my scene that use the Unlit -> Texture shader. I would like to make these signs transparent, and I would also like to programmatically set transparency values for each sign at run time (to allow things like fade in/fade out, etc.). However, most transparency shaders I've found aren't intended for this use. Is there an easy way to do this?
Thanks :)
Answer by jjrobert · Aug 27, 2012 at 04:05 PM
The best shader I found is listed here:
Shader "Tinted Alpha Blend" {
Properties {
_Color ("Tint (A = Opacity)", Color) = (1,1,1,1)
_MainTex ("Texture (A = Transparency)", 2D) = ""
}
SubShader {
Tags {Queue = Transparent}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
SetTexture[_MainTex] {
ConstantColor [_Color]
Combine texture * constant
}
}
}
}
Answer by ScroodgeM · Aug 25, 2012 at 09:12 PM
Shader "Unity Answers/Unlit With Color" { Properties { _Color ("Main Color", Color) = (1, 1, 1, 1) _MainTex ("Main Texture", 2D) = "white" { } } SubShader { Tags { "Queue" = "Transparent" } Cull Off ZWrite Off Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag fixed4 _Color; sampler2D _MainTex; struct appdata { float4 vertex : POSITION; float4 color : COLOR; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; fixed4 color : COLOR; float2 uv : TEXCOORD0; }; v2f vert (appdata v) { v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.color = v.color; o.uv = v.texcoord.xy; return o; } half4 frag(v2f i) : COLOR { return i.color * _Color * tex2D (_MainTex, i.uv); } ENDCG } } }
Thanks for the response, I really appreciate it. Unfortunately, applying this shader to the signs makes them completely transparent, no matter what the alpha value is set to :(
this shader uses also vertex colors, may be in your case there's alpha is zero?
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