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Question by loxtv91 · May 17, 2020 at 09:07 PM · shaderrenderingmaterialandroid buildtransparency

Shader not working properly in a build

In my project I have a custom shader (it's not mine I found it here : https://www.youtube.com/watch?v=yDU_KKfvrFE&list=PLO3MiUQDhn2wihEHBn98hNs4GiovaUGGt∈dex=2&t=470s) The shader is working fine in the scene and game view, but for some reason in a build, the transparency doesn't work. This is the code :

 Shader "Unlit/SpecialFX/Liquid"
 {
     Properties
     {
         _Tint("Tint", Color) = (1,1,1,1)
         _MainTex("Texture", 2D) = "white" {}
         _FillAmount("Fill Amount", Range(-10,10)) = 0.0
         [HideInInspector] _WobbleX("WobbleX", Range(-1,1)) = 0.0
         [HideInInspector] _WobbleZ("WobbleZ", Range(-1,1)) = 0.0
         _TopColor("Top Color", Color) = (1,1,1,1)
         _FoamColor("Foam Line Color", Color) = (1,1,1,1)
         _Rim("Foam Line Width", Range(0,0.1)) = 0.0
         _RimColor("Rim Color", Color) = (1,1,1,1)
         _RimPower("Rim Power", Range(0,10)) = 0.0
     }
 
         SubShader
         {
             Tags {"Queue" = "Geometry"  "DisableBatching" = "True" }
 
                     Pass
             {
              Zwrite On
              Cull Off // we want the front and back faces
              AlphaToMask On // transparency
 
              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;
               float3 normal : NORMAL;
             };
 
             struct v2f
             {
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
                float3 viewDir : COLOR;
                float3 normal : COLOR2;
                float fillEdge : TEXCOORD2;
             };
 
             sampler2D _MainTex;
             float4 _MainTex_ST;
             float _FillAmount, _WobbleX, _WobbleZ;
             float4 _TopColor, _RimColor, _FoamColor, _Tint;
             float _Rim, _RimPower;
 
             float4 RotateAroundYInDegrees(float4 vertex, float degrees)
             {
                float alpha = degrees * UNITY_PI / 180;
                float sina, cosa;
                sincos(alpha, sina, cosa);
                float2x2 m = float2x2(cosa, sina, -sina, cosa);
                return float4(vertex.yz , mul(m, vertex.xz)).xzyw;
             }
 
 
             v2f vert(appdata v)
             {
                v2f o;
 
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                UNITY_TRANSFER_FOG(o,o.vertex);
                // get world position of the vertex
                float3 worldPos = mul(unity_ObjectToWorld, v.vertex.xyz);
                // rotate it around XY
                float3 worldPosX = RotateAroundYInDegrees(float4(worldPos,0),360);
                // rotate around XZ
                float3 worldPosZ = float3 (worldPosX.y, worldPosX.z, worldPosX.x);
                // combine rotations with worldPos, based on sine wave from script
                float3 worldPosAdjusted = worldPos + (worldPosX * _WobbleX) + (worldPosZ * _WobbleZ);
                // how high up the liquid is
                o.fillEdge = worldPosAdjusted.y + _FillAmount;
 
                o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
                o.normal = v.normal;
                return o;
             }
 
             fixed4 frag(v2f i, fixed facing : VFACE) : SV_Target
             {
                 // sample the texture
                 fixed4 col = tex2D(_MainTex, i.uv) * _Tint;
             // apply fog
             UNITY_APPLY_FOG(i.fogCoord, col);
 
             // rim light
             float dotProduct = 1 - pow(dot(i.normal, i.viewDir), _RimPower);
             float4 RimResult = smoothstep(0.5, 1.0, dotProduct);
             RimResult *= _RimColor;
 
             // foam edge
             float4 foam = (step(i.fillEdge, 0.5) - step(i.fillEdge, (0.5 - _Rim)));
             float4 foamColored = foam * (_FoamColor * 0.9);
             // rest of the liquid
             float4 result = step(i.fillEdge, 0.5) - foam;
             float4 resultColored = result * col;
             // both together, with the texture
             float4 finalResult = resultColored + foamColored;
             finalResult.rgb += RimResult;
 
             // color of backfaces/ top
             float4 topColor = _TopColor * (foam + result);
             //VFACE returns positive for front facing, negative for backfacing
             return facing > 0 ? finalResult : topColor;
 
           }
           ENDCG
          }
 
         }
 }


What am I doing wrong ? I am using URP btw.alt textalt text

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avatar image trulden · Sep 01, 2020 at 06:00 AM 0
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I have a similar problem. Did you find any solution?

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