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Question by Brian Stringham · May 20, 2010 at 06:03 PM · shadergraphics

Why does my shader make geometry disappear when scene reloads?

I created a new shader that uses vertex color alpha, a tint color, and a single alpha texture. I can assign this shader to my object, and it behaves just like I want it to. Then, I save my scene, exit Unity, relaunch Unity. Now any object assigned to this shader appears completely transparent.

I know it hasn't moved, because I can select it and see its wireframe. If I assign a different shader to the material, I can see the object again. I then assigning my custom shader again and it looks fine. But, if I exit Unity and restart, everything is gone again.

Here is the code for my shader. I'm wondering if turning lighting off has something to do with it?

------ See shader below --------

Shader "My Shaders/Alpha Vertex Alpha" {

Properties 
{
    _Color ("Color Tint", Color) = (1,1,1,1)
    _MainTex ("SelfIllum Color (RGB) Alpha (A)", 2D) = "white"
}
Category 
{
    Lighting Off
    ZWrite Off
    Cull Back
    Blend SrcAlpha OneMinusSrcAlpha
    Tags 
    {
        Queue=Transparent
    }
    BindChannels
    {
        Bind "Color", Color             // bind vertex color to 'primary' color
    }
    SubShader 
    {
        Pass 
        {
            SetTexture [_MainTex] 
            {
                constantColor[_Color]
                Combine Texture * constant, Texture * Primary
            }
        }
    } 
}
FallBack "Transparent/Diffuse"

}

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Answer by Jessy · May 20, 2010 at 09:57 PM

You need

Bind "vertex", vertex

if you manually bind anything. That has to be in there, or you won't see anything.

You also need

Bind "texcoord", texcoord

or the texture won't have an effect.

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avatar image Brian Stringham · May 20, 2010 at 10:21 PM 0
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Hurrah! We have a winner. Works fine now.

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