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Question by Miziziziz · Apr 12, 2015 at 03:58 AM · shaderstransparentunlit

Unlit Transparent Shader causing strange issues

Here's a screenshot of my situation: alt text

On the left, the transparent glass causes the person inside to disappear. I'm using this shader I cobbled together from a couple others I found:

 Shader "Unlit/UnlitTintTransparent" {
  
 Properties {
     _Color ("Main Color (A=Opacity)", Color) = (1,1,1,1)
     _AddColor("Color Tint Add", Color) = (0,0,0,0)
     _MainTex ("Base (A=Opacity)", 2D) = ""
 }
  
 Category {
     Tags {"Queue"="Transparent" "IgnoreProjector"="True"}
     //ZWrite Off
     Blend SrcAlpha OneMinusSrcAlpha
  
     SubShader {Pass {
         GLSLPROGRAM
         varying mediump vec2 uv;
        
         #ifdef VERTEX
         uniform mediump vec4 _MainTex_ST;
         void main() {
             gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
             uv = gl_MultiTexCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
         }
         #endif
        
         #ifdef FRAGMENT
         uniform lowp sampler2D _MainTex;
         uniform lowp vec4 _Color;
         void main() {
             gl_FragColor = texture2D(_MainTex, uv) * _Color;
         }
         #endif     
         ENDGLSL
     }}
    
     SubShader 
     {
         Pass 
         {
             SetTexture [_MainTex] 
             {
                 ConstantColor [_AddColor]
                 Combine Texture + constant
             }
             SetTexture[_MainTex] 
             {
             Combine texture * constant ConstantColor[_Color]
             
             }
 
         }
     }
 }
  
 }


I don't really know anything about writing shaders :/, so I'm kinda desperate

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Answer by _Gkxd · Apr 12, 2015 at 04:55 AM

Here is the Unity Unlit-Alpha shader, modified to multiply-blend a color with the texture. You can set a transparent color for transparency. Lines marked with comments at the end are lines that I added/modified.

 Shader "Unlit/Transparent (Multiply Colorable)" {
 Properties {
     _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
     _Color ("Main Color", Color) = (1,1,1,1) // Lets you set a color in addition to the texture
 }
 
 SubShader {
     Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
     LOD 100
     
     ZWrite Off
     Blend SrcAlpha OneMinusSrcAlpha 
     
     Pass {  
         CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma multi_compile_fog
             
             #include "UnityCG.cginc"
 
             struct appdata_t {
                 float4 vertex : POSITION;
                 float2 texcoord : TEXCOORD0;
             };
 
             struct v2f {
                 float4 vertex : SV_POSITION;
                 half2 texcoord : TEXCOORD0;
                 UNITY_FOG_COORDS(1)
             };
 
             fixed4 _Color; // This is the color that you set
             
             sampler2D _MainTex;
             float4 _MainTex_ST;
             
             v2f vert (appdata_t v)
             {
                 v2f o;
                 o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                 o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
                 UNITY_TRANSFER_FOG(o,o.vertex);
                 return o;
             }
             
             fixed4 frag (v2f i) : SV_Target
             {
                 fixed4 col = tex2D(_MainTex, i.texcoord) * _Color; // Just multiply the color with the texture
                 UNITY_APPLY_FOG(i.fogCoord, col);
                 return col;
             }
         ENDCG
     }
 }
 
 }
 


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avatar image Miziziziz · Apr 13, 2015 at 05:04 PM 0
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Thanks! That works great!

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