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Question by
sameDifferential · Jul 19, 2015 at 07:40 AM ·
shaderscript.transparencyalpha
Adding Transparency/Fading Functionality to a Shader
I have a shader I borrowed from a blog (http://bernieroehl.com/360stereoinunity/) whose purpose is to allow textures to be viewable from the inside of the mesh. I currently need to add a means of the mesh fading away, but I cannot seem to successfully add an alpha component or another means to the shader script to accomplish this. Any suggestions would be appreciated.
// Based on Unlit shader, but culls the front faces instead of the back
Shader "InsideVisible" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
Cull front
LOD 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
// ADDED BY BERNIE:
v.texcoord.x = 1 - v.texcoord.x;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
return col;
}
ENDCG
}
}
}
Comment
Have you read this?
https://en.wikibooks.org/wiki/Cg_Program$$anonymous$$g/Unity