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Question by jetese · Mar 14, 2018 at 11:40 AM · shadercolortransparencysurfaceblend

Shader Transparency problem

Hello, i have a shader to edit color and alpha by vertices, but i cant see the inside triangles color properly from the outside. Whats happening? How can i fix it? I think it isnt a problem of the transparency part, because if i put a cube inside i can see it well. alt text

You can see the colored part well from the inside, but not from the outside:

alt text

 Shader "Custom/PruebaTransparente" {
 Properties{
     _Color("Color", Color) = (1,1,1,0.5)
     _MainTex("Albedo (RGB)", 2D) = "white" {}
 _Glossiness("Smoothness", Range(0,1)) = 0.5
     _Metallic("Metallic", Range(0,1)) = 0.0
 }
 SubShader{
     Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True"  "RenderType" = "Transparent" }
     Blend SrcAlpha OneMinusSrcAlpha
     
     LOD 200
     Pass{
         Cull Off
     }
     CGPROGRAM
         #pragma surface surf Standard vertex:vert fullforwardshadows lambert alpha:fade
         
         //
         #pragma target 3.0
         struct Input {
             float2 uv_MainTex;
             float3 vertexColor; // Vertex color stored here by vert() method
         };

         struct v2f {
             float4 pos : SV_POSITION;
             fixed4 color : COLOR;
         };

         void vert(inout appdata_full v, out Input o)
         {
             UNITY_INITIALIZE_OUTPUT(Input,o);
             o.vertexColor = v.color; // Save the Vertex Color in the Input for the surf() method
         }

         sampler2D _MainTex;

         half _Glossiness;
         half _Metallic;
         fixed4 _Color;

         void surf(Input IN, inout SurfaceOutputStandard o)
         {
             // Albedo comes from a texture tinted by color
             fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
             o.Albedo = c.rgb * IN.vertexColor; // Combine normal color with the vertex color
                                                 // Metallic and smoothness come from slider variables
             o.Metallic = _Metallic;
             o.Smoothness = _Glossiness;
             o.Alpha = c.a;
         }
     ENDCG
 }
 FallBack "Diffuse"

}

I change my shader to the next one, and its doing the same thing

 Shader "Custom/PruebaTransparente" {
     Properties{
         _Color("Color", Color) = (1,1,1,1)
 
     }
     SubShader{
         Tags{ "Queue" = "Transparent"  "RenderType" = "Opaque" }
         Blend SrcAlpha OneMinusSrcAlpha
         
         LOD 200
         
         
         Pass{
         ZWrite On
         Cull Off
         }
         
     }
 
 }

34.png (505.8 kB)
12.png (496.9 kB)
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Best Answer

Answer by jetese · Mar 19, 2018 at 02:05 PM

I fixed it with "AlphaTest comparison AlphaValue" link text

 Pass{
         Cull Off
         AlphaTest Greater 0.5
 }


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