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Question by venenomz97 · Dec 15, 2021 at 05:27 AM · shaderrendertexture

Render Texture And Shaders

Hey! So for a project I am working on I have a render texture rendering a gameobject to a RawImage in the Scene. The raw image has a Shader attached as its material to make the background of the texture transparent. This works great, but causes the "viewing object" I appear black instead of it's actual color. If anyone has any idea's as to why this is happening, I would grealty appreciate the assistance! Below is the shader, and attached images are of the rawimage in game view, and raw image in inspector view. This project is using HDRP.

 Shader "Custom/AlphaBlend"
 {
     Properties{
         _Color("Color", Color) = (1,1,1,1)
         _TransparentColor("Transparent Color", Color) = (1,1,1,1)
         _Threshold("Threshhold", Float) = 0.1
         _MainTex("Albedo (RGB)", 2D) = "white" {}
     }
         SubShader
     {
             Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
             LOD 200
 
             CGPROGRAM
             #pragma surface surf Lambert alpha
 
             sampler2D _MainTex;
 
             struct Input
             {
                 float2 uv_MainTex;
             };
 
             fixed4 _Color;
             fixed4 _TransparentColor;
             half _Threshold;
 
             void surf(Input IN, inout SurfaceOutput o)
             {
                 // Read color from the texture
                 half4 c = tex2D(_MainTex, IN.uv_MainTex);
 
                 // Output colour will be the texture color * the vertex colour
                 half4 output_col = c * _Color;
 
                 // calculate the difference between the texture color and the transparent color
                 half3 transparent_diff = c.xyz - _TransparentColor.xyz;
                 half transparent_diff_squared = dot(transparent_diff,transparent_diff);
 
                 // if colour is too close to the transparent one, discard it.
                 if (transparent_diff_squared < _Threshold)
                     discard;
 
                 // output albedo and alpha just like a normal shader
                 o.Albedo = output_col.rgb;
                 o.Alpha = output_col.a;
 }
             ENDCG
     }
         FallBack "Diffuse"
 }

unknown-1.png (8.6 kB)
unknown.png (19.2 kB)
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