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Question by Magmaw · Nov 15, 2019 at 05:55 AM · scripting problemshadershaderssprites

How to make transparent shader (2D)?

Hi, I'm trying to write a 2D shader that pixelates a sprite and makes it transparent. I'm having trouble getting it to appear transparent. I set the RenderType to transparent, but I don't know how to actually make the sprite appear somewhat transparent.

Here's my code:

 Shader "Unlit/UITestPix"
 {
     Properties
     {
         _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
         _Pixels ("Pixels", Float) = 512
         _Ratio("Ratio", Vector) = (9,16,0,0)
     }
     SubShader
     {
         Tags { "RenderType"="Transparent" }
         LOD 100
 
         Pass
         {
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             // make fog work
             #pragma multi_compile_fog
 
             #include "UnityCG.cginc"
 
             struct appdata
             {
                 float4 vertex : POSITION;
                 float2 uv : TEXCOORD0;
             };
 
             struct v2f
             {
                 float2 uv : TEXCOORD0;
                 UNITY_FOG_COORDS(1)
                 float4 vertex : SV_POSITION;
             };
 
             sampler2D _MainTex;
             float4 _MainTex_ST;
             float _Pixels;
             float4 _Ratio;
 
             v2f vert (appdata v)
             {
                 v2f o;
                 o.vertex = UnityObjectToClipPos(v.vertex);
                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                 UNITY_TRANSFER_FOG(o,o.vertex);
                 return o;
             }
 
             fixed4 frag (v2f i) : SV_Target
             {
                 float dx = _Ratio.x * (1 / _Pixels);
                 float dy = _Ratio.y * (1 / _Pixels);
                 float2 Coord = float2(dx * floor(i.uv.x / dx), dy * floor(i.uv.y / dy));
                 // sample the texture
                 fixed4 col = tex2D(_MainTex, Coord);
                 // apply fog
                 UNITY_APPLY_FOG(i.fogCoord, col);
                 return col;
             }
             ENDCG
         }
     }
 }



Thanks.

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Answer by revolute · Nov 15, 2019 at 07:55 AM

Adding

      Blend SrcAlpha OneMinusSrcAlpha

after line

      LOD 100

should be enough.

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