- Home /
Making shader not ignore Light on transparent areas ?
Hello, i need this shader to ignore light just where the actually is no transparency on a sprite. Right now it ignores light for the full sprite size like 16x16, you can see that the light is blocked in the screenshot.
How i do it right now is to add a custom outline to everysprite pixel by pixel with the sprite editor and that is consuming a huge amount of time.
How can i get this shader to not ignore the lighting on transparent areas ? But it should ignore lighting at the filled areas, where the beam is for example.
Thank you for your time!
Justin
Shader "Custom/BloomShader"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
_BloomThreshold ("BloomThreshold", Float) = 2.5
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
// #pragma surface surf Lambert alpha
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
fixed4 _Color;
fixed _BloomThreshold;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
// http://theorangeduck.com/page/avoiding-shader-conditionals
fixed when_gt(fixed x, fixed y) {
return max(sign(x - y), 0.0);
}
fixed4 SampleSpriteTexture (float2 uv)
{
fixed4 color = tex2D (_MainTex, uv);
#if ETC1_EXTERNAL_ALPHA
// get the color from an external texture (usecase: Alpha support for ETC1 on android)
color.a = tex2D (_AlphaTex, uv).r;
#endif //ETC1_EXTERNAL_ALPHA
return color;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 tex = SampleSpriteTexture (IN.texcoord);
fixed4 c = tex * IN.color;
c += 1 * when_gt(tex.r + tex.g +tex.b , _BloomThreshold); // if r+g+b > threshold, then make this color brighter than 1
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
Your answer
Follow this Question
Related Questions
How to add Emission to my custom shader? 2 Answers
Shader: Modify XY Position of Texture 0 Answers
Adding a clip() to the default shader? 0 Answers
Shader - What is float3.xy? 1 Answer
Surface shader changing z value 0 Answers