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Alpha Blending Problem
I know that there are many questions to alpha blending topic but I have a problem I can't fix:
In my scene is a sea which has attached a cg shader. This shader reads the alpha values from a heighmap which is procedural generated from the terrain.
The shader code:
 Shader "Custom/Sea" 
 {
     Properties 
     {
         _Color("Diffuse Material Color", Color) = (1.0, 1.0, 1.0, 1.0)
         _MainTex("Diffusemap", 2D) = "white" {}
         _BumpTex("Normalmap", 2D) = "bump" {}
         _CubeTex("Cubemap", Cube) = "" {}
         _SpecColor("Specular Material Color", Color) = (1.0, 1.0, 1.0, 1.0) 
         _Shininess("Shininess", Range(1, 20)) = 2 
         _HeighTex("Heighmap (Script)", 2D) = "white" {}
     }
     
     SubShader 
     {
         Pass 
         {      
             Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
             Blend SrcAlpha OneMinusSrcAlpha
 
             CGPROGRAM
             #pragma vertex vert  
             #pragma fragment frag  
 
             uniform sampler2D _MainTex;    
             uniform float4 _MainTex_ST;
             uniform sampler2D _BumpTex;    
             uniform float4 _BumpTex_ST;
             uniform sampler2D _HeighTex;    
             uniform float4 _HeighTex_ST;
             uniform samplerCUBE _CubeTex;
             uniform float4 _Color; 
             uniform float4 _SpecColor;
             uniform float _Shininess;
             uniform float _Alpha;
             uniform float4 _LightColor0;
 
             struct vertexInput 
             {
                 float4 vertex : POSITION;
                 float4 texcoord : TEXCOORD0;
                 float4 texcoord1 : TEXCOORD1;
                 float3 normal : NORMAL;
                 float4 tangent : TANGENT;
             };
             
             struct vertexOutput 
             {
                 float4 pos : SV_POSITION;
                 float4 posWorld : TEXCOORD0;
                 float4 tex : TEXCOORD1;
                 float4 tex1 : TEXCOORD2;
                 float3 tangentWorld : TEXCOORD3;  
                 float3 normalWorld : TEXCOORD4;
                 float3 binormalWorld : TEXCOORD5;
             };
 
             vertexOutput vert(vertexInput i) 
             {
                 vertexOutput o;
                 
                 o.posWorld = mul(_Object2World, i.vertex);
                 o.pos = mul(UNITY_MATRIX_MVP, i.vertex);
                 o.tangentWorld = normalize(mul(_Object2World, float4(i.tangent.xyz, 0.0)).xyz);
                 o.normalWorld = normalize(mul(float4(i.normal, 0.0), _World2Object).xyz);
                 o.binormalWorld = normalize(cross(o.normalWorld, o.tangentWorld) * i.tangent.w);
                 o.tex = i.texcoord;
                 o.tex1 = i.texcoord1;
                 
                 return o;
             }
 
             float4 frag(vertexOutput o) : COLOR
             {
                 float4 diffmap = tex2D(_MainTex, _MainTex_ST.xy * o.tex.xy + _MainTex_ST.zw);
                 float4 bumpmap = tex2D(_BumpTex, _BumpTex_ST.xy * o.tex.xy + _BumpTex_ST.zw);
                 float4 heighmap = tex2D(_HeighTex, _HeighTex_ST.xy * o.tex1.xy + _HeighTex_ST.zw);
                 
                 float3 localCoords = 2.0 * bumpmap.xyz - float3(1.0, 1.0, 1.0);
                 float3x3 local2WorldTranspose = float3x3(o.tangentWorld, o.binormalWorld, o.normalWorld);
                 
                 float3 normalDirection = normalize(mul(localCoords, local2WorldTranspose));
                 float3 viewDirection = normalize(_WorldSpaceCameraPos - o.posWorld.xyz);
                 float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
                 
                 float3 ambient = UNITY_LIGHTMODEL_AMBIENT * _Color * diffmap;
                 float3 diffuse = _LightColor0 * _Color  * diffmap * max(0.0, dot(normalDirection, lightDirection));
                 float4 specular = _LightColor0 * _SpecColor * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), _Shininess);
                 float3 cubemap = texCUBE(_CubeTex, normalize(reflect(normalize(o.posWorld.xyz - _WorldSpaceCameraPos), normalDirection)));
                 float alpha = 1.0 - heighmap.w;
                 
                 return float4(ambient + diffuse + cubemap, alpha) + specular;
             }
             
             ENDCG
         }
     }
 }
And that's producing the following result:

All right so far - but now I want to add some waves (plane with transparent shader) which should been blended by the sea and that should look like this:

The alpha value of the sea should blend the waves - thats the theory, but in practice the waves are either always complete visible or not visible (Zwrite On/Off). The wave-plane is placed under the sea and over the terrain;
The waves shader code:
 Shader "Custom/Waves"
 {
     Properties
     {
         _MainTex("Diffusemap", 2D) = "white" {}
     }
     SubShader
     {
         Pass
         {
             Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
             Blend SrcAlpha OneMinusSrcAlpha
             
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             
             uniform sampler2D _MainTex;    
             uniform float4 _MainTex_ST;
             
             struct vertexInput
             {
                 float4 vertex : POSITION;
                 float4 texcoord : TEXCOORD0;
                 float3 normal : NORMAL;
                 float4 tangent : TANGENT;
             };
             
             struct vertexOutput
             {
                 float4 pos : SV_POSITION;
                 float4 tex : TEXCOORD0;
             };
             
             vertexOutput vert(vertexInput i)
             {
                 vertexOutput o;
                 o.pos = mul(UNITY_MATRIX_MVP, i.vertex);
                 o.tex = i.texcoord;
                 return o;
             }
             
             float4 frag(vertexOutput o) : COLOR
             {
                 float4 diffmap = tex2D(_MainTex, _MainTex_ST.xy * o.tex.xy + _MainTex_ST.zw);
                 
                 return diffmap;
             }
             
             ENDCG
         }
     }
 }
My question is: What have I have to add in these two shaders (like ZWrite) that the ocean blends the waves the way I want?
Sorry for my bad english! :)
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