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Question by Welias D. · Aug 01, 2013 at 03:24 AM · shaderterrainalphaunlit

Unlit Alpha Shader not working with Simple Water

I acquired this shader code from the UnityAnswers and it works great however, in all my searching and fiddling (I am terrible at shaders) I can not figure out a way to make the shader work properly with the Simple Water (standard assets) shader. If an object with this unlit/alpha shader is submerged in the simple water object, the unlit/alpha shader looks as if it is at a higher z priority and never appears to be under the water.

Here is the code I am using:

[code] Properties { _Color ("Main Color (A=Opacity)", Color) = (1,1,1,1) _MainTex ("Base (A=Opacity)", 2D) = "" }

Category { Tags {"Queue"="Transparent" "IgnoreProjector"="True"} ZWrite On 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] {Combine texture * constant ConstantColor[_Color]}
 }}

} }

[/code]

Many thanks!

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