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Question by $$anonymous$$ · Jul 29, 2014 at 10:57 AM · shadertransparencyalpha

Add Alpha Support for Fog Shader

Hi, I have this Fog Shader for WP8 and I'm pretty new to shaders so I've implemented material coloring but I need to make it support transparency like Transparent/Cutoff/Diffuse shader does or really any transparent supporting shader. Can you please help me?


 Shader "Custom/Fog" {
     Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {}
         _Color ("Main Color", Color) = (1, 1, 1, 1)
     }
     SubShader {
         Tags { "RenderType"="Opaque" }
         Fog {Mode  Off}
         LOD 200
 
         CGPROGRAM
         #pragma surface surf Lambert vertex:fogVertex finalcolor:fogColor
 
         sampler2D _MainTex;
 
         float4 _Color;
         uniform half4 unity_FogColor;
         uniform half4 unity_FogStart;
         uniform half4 unity_FogEnd;
         uniform half4 unity_FogDensity;
 
         struct Input {
             float2 uv_MainTex;
             half fogFactor;
         };
 
         void fogVertex(inout appdata_full v, out Input data) 
         {
             UNITY_INITIALIZE_OUTPUT(Input, data);
             float cameraVertDist = length(mul(UNITY_MATRIX_MV, v.vertex).xyz);
             data.fogFactor = saturate((unity_FogEnd.x - cameraVertDist) / (unity_FogEnd.x - unity_FogStart.x));            
         }
 
         void fogColor(Input IN, SurfaceOutput o, inout fixed4 color)
         {
             color.rgb = lerp(unity_FogColor.rgb, color.rgb, IN.fogFactor) * _Color;
         }
 
         void surf (Input IN, inout SurfaceOutput o) {
             half4 c = tex2D (_MainTex, IN.uv_MainTex);
             o.Albedo = c.rgb;
             o.Alpha = c.a;
         }
         ENDCG
     } 
     FallBack "Diffuse"
 }
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Answer by $$anonymous$$ · Oct 10, 2014 at 03:28 PM

Never mind, just found out how to modify this shader to do it. Here's the code:

 Shader "Custom/FogShader" {
 Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {}
         _Color ("Color", Color) = (1, 1, 1, 1)
         _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
     }
     SubShader {
         Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
         Fog { Mode  Off }
         LOD 200
 
         CGPROGRAM
         #pragma surface surf Lambert vertex:fogVertex finalcolor:fogColor alphatest:_Cutoff
 
         sampler2D _MainTex;
 
         uniform half4 unity_FogColor;
         uniform half4 unity_FogStart;
         uniform half4 unity_FogEnd;
         uniform half4 unity_FogDensity;
         uniform half4 _Color;
 
         struct Input {
             float2 uv_MainTex;
             half fogFactor;
         };
 
         void fogVertex(inout appdata_full v, out Input data) 
         {
             UNITY_INITIALIZE_OUTPUT(Input, data);
             float cameraVertDist = length(mul(UNITY_MATRIX_MV, v.vertex).xyz);
             float f = cameraVertDist * unity_FogDensity;
             data.fogFactor = saturate(1 / pow(2.71828,  f * f));            
         }
 
         void fogColor(Input IN, SurfaceOutput o, inout fixed4 color)
         {
             color.rgb = lerp(unity_FogColor.rgb, color.rgb, IN.fogFactor);
         }
 
         void surf (Input IN, inout SurfaceOutput o) {
             half4 c = tex2D (_MainTex, IN.uv_MainTex);
             o.Albedo = c.rgb * _Color;
             o.Alpha = c.a;
         }
         ENDCG
     } 
     FallBack "Diffuse"
 }
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