Question by 
               AlexTemina · Feb 08, 2016 at 11:39 AM · 
                shadertransparencyalphasurface shaderfragment  
              
 
              Fragment shader shows alpha, surface shader doesn't
I have 2 shaders that do the same, which is nothing... just pass the color.
As a fragment shader
 Shader "EffectBakers/FogBaker"
 {
     Properties
     {
         [PerRendererData] _MainTex ("Color (RGB) Alpha (A)", 2D) = "black" {}
         [MaterialToggle] PixelSnap( "Pixel snap", Float) = 0
 
         [HideInInspector]_FogTexture( "Fog Ramp Texture", 2D) = "black" { }
         [HideInInspector]_01FogDepthVerticals( "Linear Depth 01 And Verticals", Vector) = (0.0, 0.0, 0.0, 0.0)         
         [HideInInspector]_IsWarm( "Warm texture or Cold texture", Range(0,1)) = 0
     }
 
     SubShader
     {
         Tags
         { 
             "Queue"="Transparent" 
             "IgnoreProjector"="True" 
             "RenderType"="Transparent" 
             "PreviewType"="Plane"
             "CanUseSpriteAtlas"="True"
         }
 
         Cull Off
         Lighting Off
         ZWrite Off
         Fog { Mode Off }
         Blend One OneMinusSrcAlpha
 
         Pass
         {
         CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma multi_compile DUMMY PIXELSNAP_ON
             #include "UnityCG.cginc"
 
             struct appdata_t
             {
                 float4 vertex   : POSITION;
                 float2 texcoord : TEXCOORD0;
             };
 
             struct v2f
             {
                 float4 vertex   : SV_POSITION;
                 half2 texcoord  : TEXCOORD0;
             };
 
             fixed4 _Color;
 
             v2f vert(appdata_t IN)
             {
                 v2f OUT;
                 OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                 OUT.texcoord = IN.texcoord;
                 #ifdef PIXELSNAP_ON
                 OUT.vertex = UnityPixelSnap (OUT.vertex);
                 #endif
 
                 return OUT;
             }
 
             sampler2D _MainTex;
 
             fixed4 frag(v2f IN) : SV_Target
             {
                 fixed4 c = tex2D(_MainTex, IN.texcoord);
                 c.rgb *= c.a;
                 return c;
             }
         ENDCG
         }
     }
 }
And as a surface Shader:
 Shader "EffectBakers/FogBaker"
     {
         Properties
         {
              _MainTex ("Color (RGB) Alpha (A)", 2D) = "white" {}
             _Color("Tint", Color) = (1, 1, 1, 1)
             [MaterialToggle] PixelSnap( "Pixel snap", Float) = 0
     
             [HideInInspector]_FogTexture( "Fog Ramp Texture", 2D) = "black" { }
             [HideInInspector]_01FogDepthVerticals( "Linear Depth 01 And Verticals", Vector) = (0.0, 0.0, 0.0, 0.0)         
             [HideInInspector]_IsWarm( "Warm texture or Cold texture", Range(0,1)) = 0
         }
     
         SubShader
         {
              Tags
             { 
                 "Queue"="Transparent" 
                 "IgnoreProjector"="True" 
                 "RenderType"="Transparent" 
                 "PreviewType"="Plane"
                 "CanUseSpriteAtlas"="True"
             }
     
             Cull Off
             Lighting Off
             ZWrite Off
             Fog { Mode Off }
             Blend One OneMinusSrcAlpha
     
             CGPROGRAM
             #pragma surface surf Lambert vertex:vert nofog keepalpha
             #pragma target 3.0
             #pragma multi_compile _PIXELSNAP_ON  
     
             sampler2D _MainTex;       
     
             fixed4 _Color;       
     
             struct Input
             {
                 float2 uv_MainTex ;
                 float3 worldPos;
             } ;
     
             
             void vert( inout appdata_full v, out Input o )
             {
                 #if defined( PIXELSNAP_ON )
                     v.vertex = UnityPixelSnap(v_.vertex);
                 #endif
     
                     UNITY_INITIALIZE_OUTPUT(Input, o);
                 o.worldPos = mul( _Object2World, v.vertex );
             }
     
             sampler2D _FogTexture;    
             fixed4 _01FogDepthVerticals;
             int _IsWarm;
     
     
             void surf(Input i, inout SurfaceOutput o)
             {
                 fixed4 color = tex2D( _MainTex, i.uv_MainTex );        
                 
                 o.Albedo = color.rgb * color.a;
                 o.Alpha = color.a;
             }
             ENDCG
         }
     
         FallBack "Transparent/Cutout/VertexLit"
     }
why the fragment shader displays the sprite with alpha channel and no problems, but the surface one shows the transparency as black and everything is opaque?
Thanks for the help.
               Comment
              
 
               
              Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                