- Home /
Question by
Darkio · Jul 01, 2019 at 03:14 PM ·
shadershadersshader programmingshaderlabshader writing
How to adapt this shader into a transparent one (alpha blend)
Hey guys im very new at shaders so ive no idea what im doing here, may someone help me and say whats missing to this shader gets transparent? i dont know much the syntax only the render pipeline so i really cant do this alone :/ In advance i really apreciate the help thanks here is also a link to the code for better visualization: https://hastebin.com/fivedusaqu.cs
Shader "Custom/Water/Depth/DiffuseWater"
{
Properties
{
_Color ("Color", Color) = (1, 1, 1, 1)
_MainTex ("Texture", 2D) = "white" {}
[Space(20)]
_WaterColor ("Water color", Color) = (1, 1, 1, 1)
_WaterTex("Water texture", 2D) = "white" {}
_Tiling ("Water tiling", Vector) = (1, 1, 1, 1)
_TextureVisibility ("Texture visibility", Range(0, 1)) = 1
[Space(20)]
_DistTex ("Distortion", 2D) = "white" {}
_DistTiling ("Distortion tiling", Vector) = (1, 1, 1, 1)
[Space(20)]
//_DeepColor ("Water deep color", Color) = (1, 1, 1, 1)
_WaterHeight ("Water height", Float) = 0
_WaterDeep ("Water deep", Float) = 0
_WaterDepth ("Water depth param", Range(0, 0.1)) = 0
_WaterMinAlpha ("Water min alpha", Range(0, 1)) = 0
[Space(20)]
_BorderColor ("Border color", Color) = (1, 1, 1, 1)
_BorderWidth ("Border width", Range(0, 1)) = 0
[Space(20)]
_MoveDirection ("Direction", Vector) = (0, 0, 0, 0)
}
SubShader
{
Tags{ "Queue" = "Transparent" "BW" = "TrueProbes" "LightMode" = "ForwardBase" "RenderType" = "Transparent" "IgnoreProjector" = "True"}//{ "RenderType" = "Opaque" "BW" = "TrueProbes" "LightMode" = "ForwardBase" }
LOD 100
ZWrite On
ColorMask 0
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#pragma multi_compile_fog
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
//Blend One OneMinusSrcAlpha
//SetTexture[_MainTex]{ combine texture }
//AlphaToMask On
struct appdata
{
float4 vertex : POSITION;
float4 normal : NORMAL;
float2 uv : TEXCOORD0;
#if LIGHTMAP_ON
float2 lightmap_uv : TEXCOORD1;
#endif
};
struct v2f
{
float2 uv : TEXCOORD0;
fixed4 worldPos : TEXCOORD1;
fixed camHeightOverWater : TEXCOORD2;
fixed waterDepth : TEXCOORD3;
UNITY_FOG_COORDS(4)
#if LIGHTMAP_ON
fixed2 lightmap_uv : TEXCOORD5;
#else
fixed4 diffuseLight : TEXCOORD5;
#endif
float4 vertex : SV_POSITION;
};
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _WaterTex;
fixed2 _Tiling;
fixed4 _WaterColor;
sampler2D _DistTex;
fixed2 _DistTiling;
fixed4 _DeepColor;
fixed _WaterHeight;
fixed _TextureVisibility;
fixed _WaterDeep;
fixed _WaterDepth;
fixed _WaterMinAlpha;
fixed4 _BorderColor;
fixed _BorderWidth;
fixed _BorderVisibility;
fixed3 _MoveDirection;
fixed4 DiffuseLight(fixed3 worldNormal)
{
half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz));
fixed4 diff = nl * _LightColor0;
diff.rgb += ShadeSH9(half4(worldNormal, 1));
return diff;
}
fixed2 WaterPlaneUV(fixed3 worldPos, fixed camHeightOverWater)
{
fixed3 camToWorldRay = worldPos - _WorldSpaceCameraPos;
fixed3 rayToWaterPlane = (camHeightOverWater / camToWorldRay.y * camToWorldRay);
return rayToWaterPlane.xz - _WorldSpaceCameraPos.xz;
}
fixed3 LightmapColor(fixed2 lightmap_uv)
{
fixed4 lightmapCol = UNITY_SAMPLE_TEX2D(unity_Lightmap, lightmap_uv);
return DecodeLightmap(lightmapCol);
}
fixed4 MainColor(v2f i)
{
fixed4 mainCol = tex2D(_MainTex, i.uv) * _Color;
#if LIGHTMAP_ON
mainCol.rgb *= LightmapColor(i.lightmap_uv);
#else
mainCol.rgb *= i.diffuseLight;
#endif
return mainCol;
}
v2f vert (appdata v)
{
v2f o;
o.worldPos = mul(UNITY_MATRIX_M, v.vertex);
o.vertex = mul(UNITY_MATRIX_VP, o.worldPos);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
fixed3 camToWorldRay = o.worldPos - _WorldSpaceCameraPos;
o.camHeightOverWater = _WorldSpaceCameraPos.y - _WaterHeight;
fixed3 rayToWaterPlane = o.camHeightOverWater / (-camToWorldRay.y) * camToWorldRay;
fixed depth = length(camToWorldRay - rayToWaterPlane);
o.waterDepth = depth * _WaterDepth * saturate(rayToWaterPlane.y - camToWorldRay.y);;
#if LIGHTMAP_ON
o.lightmap_uv = v.lightmap_uv.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#else
fixed4 worldNormal = normalize(mul(UNITY_MATRIX_M, float4(v.normal.xyz, 0)));
o.diffuseLight = DiffuseLight(worldNormal.xyz);
#endif
#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
fixed3 worldPosOnPlane = _WorldSpaceCameraPos + rayToWaterPlane;
fixed3 positionForFog = lerp(worldPosOnPlane, o.worldPos.xyz, o.worldPos.y > _WaterHeight);
fixed4 waterVertex = mul(UNITY_MATRIX_VP, fixed4(positionForFog, 1));
UNITY_TRANSFER_FOG(o, waterVertex);
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed lengthUnderWater = max(0, _WaterHeight - i.worldPos.y);
fixed underWater = lerp(0, 1, lengthUnderWater > 0);
fixed borderAlpha = lerp(underWater * _BorderColor.a, 0, saturate(lengthUnderWater / _BorderWidth));
fixed waterAlpha = saturate(lengthUnderWater / _WaterDeep + _WaterMinAlpha + i.waterDepth);
fixed4 mainCol = MainColor(i);
fixed2 water_uv = i.worldPos.xz;//WaterPlaneUV(i.worldPos, i.camHeightOverWater);
fixed4 distortion = tex2D(_DistTex, water_uv * _DistTiling) * 2 - 1;
fixed2 distorted_uv = ((water_uv + distortion.rg) - _Time.y * _MoveDirection.xz) * _Tiling;
fixed4 waterCol = tex2D(_WaterTex, distorted_uv);
waterCol = lerp(_WaterColor, fixed4(1, 1, 1, 1), waterCol.r * _TextureVisibility);
fixed4 finalCol = lerp(mainCol, waterCol, _WaterColor.a * waterAlpha * underWater);
finalCol.rgb = lerp(finalCol.rgb, _BorderColor.rgb, borderAlpha);
UNITY_APPLY_FOG(i.fogCoord, finalCol);
//return fixed4(reflection, 0, 0, 1);
return finalCol;
}
ENDCG
}
}
}
Comment
Your answer
Follow this Question
Related Questions
Shader inverts uv map only once, how to fix it? 0 Answers
Fog not working in my Shader~ 0 Answers
Header for material properties in inspector? 2 Answers
Addition to Standard Shader stopping it from batching? 0 Answers
"Stencil Operation" property setup? 1 Answer