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Question by Tonkel · Jan 23, 2018 at 06:49 PM · shaderlightingsurface shaderdeferred

Surface Shader: Achieve pure black

I am trying to create a lit shader, that behaves just like always, but - under some conditions - is pure black. I created a surface shader and adapted the surf function:

 if (condition < 0.5) {
     o.Albedo = 0;
     o.Metallic = 0;
     o.Smoothness = 0;
     o.Alpha = 1;
 } else {
     o.Albedo = c.rgb;
     o.Metallic = _Metallic;
     o.Smoothness = _Glossiness;
     o.Alpha = c.a;
 }

The result looks like this: alt text

As you can see, it kind of works, but the black area is still influenced by lighting. What is the simplest way to achieve a pure black that is not influenced by lighting? Do I have to use vertex+fragment shaders or can surface shaders do this?

I'm using the deferred rendering path.

(does the answer differ for forward rendering?)

shader.png (153.9 kB)
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Answer by Pangamini · Jan 23, 2018 at 06:51 PM

Would the Final Color Modifier be what you need?

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Answer by aurelioprovedo · Jan 24, 2018 at 12:19 PM

You also have to implement a custom lighting function for your surface shader. Add the same condition and return a black color.

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