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Question by SirNewton · Oct 08, 2016 at 09:00 AM · shadershaders

basic gradient shader, float4 color alpha not showing

I'm starting practicing shaders, and I have this shader that suppose to just have gradient color, base on x position. But the alpha doesn't seem to affect:

Shader "Custom/GradShader" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Main Texture", 2D) = "white" {} } SubShader{ pass { CGPROGRAM #pragma vertex vert #pragma fragment frag uniform half4 _Color; uniform sampler2D _MainTex; struct vertexInput { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; }; struct vertexOutput { float4 pos : SV_POSITION; float4 texcoord : TEXCOORD0; }; vertexOutput vert(vertexInput v) { vertexOutput o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.texcoord = v.texcoord; return o; } half4 frag(vertexOutput vo) : COLOR { float4 col = tex2D(_MainTex, vo.texcoord) * _Color; col.a = vo.texcoord.x; return col; } ENDCG } } //FallBack "Diffuse" }

(sorry about the looks, I couldn't seem to have new line in that :/.. looks good in edit mode) what is wrong here?

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Answer by Namey5 · Oct 08, 2016 at 09:12 AM

  Shader "Custom/GradShader" { 
 Properties { 
 _Color ("Color", Color) = (1,1,1,1) 
 _MainTex ("Main Texture", 2D) = "white" {} 
 } 
 
 SubShader { 
 Pass { 
 Blend SrcAlpha OneMinusSrcAlpha
 
 CGPROGRAM 
 #pragma vertex vert 
 #pragma fragment frag 
 
 uniform half4 _Color; 
 uniform sampler2D _MainTex; 
 
 struct vertexInput { 
 float4 vertex : POSITION; 
 float4 texcoord : TEXCOORD0; 
 }; 
 
 struct vertexOutput { 
 float4 pos : SV_POSITION; 
 float4 texcoord : TEXCOORD0;
 }; 
 
 vertexOutput vert (vertexInput v) { 
 vertexOutput o; 
 o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 
 o.texcoord = v.texcoord; return o; 
 } 
 
 half4 frag(vertexOutput vo) : COLOR 
 { 
 float4 col = tex2D (_MainTex, vo.texcoord) * _Color; 
 col.a = vo.texcoord.x; 
 return col; 
 } 
 ENDCG 
 } 
 } 
 //FallBack "Diffuse" 
 }

If by that you mean you want it to have transparency, then you have use blending.

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avatar image SirNewton · Oct 08, 2016 at 03:29 PM 0
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oops. forgot that line :(

Thanks! :)

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