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Question by Skaltum · Nov 11, 2012 at 05:38 AM · shaderalphalimitsunused

Shader alpha channel goes unused, whats wrong here?

Hey there,

I'm trying to create a shader that will dipslay only a part of the applied texture.

The material is applied to a plane. Currently the alpha channel is completely ignored, even if I change the _Color variable directly. Color will change but the transparency will not.

The shader has the desired effect if I use

 half4 frag (v2f i) : COLOR
 {
     half4 c = tex2D(_MainTex, i.uv) * _Color;
                 
     if(i.uv.x > _Bounds[0] &&
         i.uv.x < _Bounds[2] &&
         i.uv.y > _Bounds[1] &&
         i.uv.y < _Bounds[3]){
         c.rgb = 1; //works
             //c.a = 1 //will not work

     }
     else{
         c.rgb = 0;
             //c.a = 0; //will not work
     }
     return c;
 }

_Bounds will contain the top left and bottom right corner of the piece of the texture that should be rendered. Like: (topLeftX, topLeftY, bottemRigthX, bottemRightY)

Full shader

 Shader "Custom/Highlight" {
 Properties {
     _Color ("Color", Color) = (1,1,1,1)
     _MainTex ("Texture", 2D) = "white" { }
     _Bounds ("Bounds", Vector) = (0,0,.5,.5)
 }
 SubShader {
     Tags{"Queue"="Transparent"}
     Pass {
 
 
 CGPROGRAM
 #pragma vertex vert
 #pragma fragment frag
 
 #include "UnityCG.cginc"
 
 sampler2D _MainTex;
 float4 _Bounds;
 float4 _Color;
 
 struct v2f {
     float4  pos : SV_POSITION;
     float2  uv : TEXCOORD0;
 };
 
 float4 _MainTex_ST;
 
 v2f vert (appdata_base v)
 {
     v2f o;
     o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
     o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
     return o;
 }
 
 half4 frag (v2f i) : COLOR
 {
     half4 c = tex2D(_MainTex, i.uv) * _Color;
                 
     if(i.uv.x > _Bounds[0] &&
         i.uv.x < _Bounds[2] &&
         i.uv.y > _Bounds[1] &&
         i.uv.y < _Bounds[3]){
         c.a = 1;
     }
     else{
         c.a = 0;
     }
     return c;
 }
 ENDCG
 
     }
 }
 Fallback "VertexLit"
 }

I could probably solve this by scaling the plane it is applied to but I would rather learn how to use shaders.

Thanks in advance!

P.S, if you know of a way to make it work with tiling as well I would love to know it.

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Answer by Jessespike · Nov 11, 2012 at 08:38 AM

 half4 frag (v2f i) : COLOR
 { 
     half4 c = tex2D(_MainTex, i.uv) * _Color;
 
     i.uv = i.uv - floor(i.uv);    // Floor UV to stay in 0-1 range (For tiling)
     
     if(i.uv.x > _Bounds[0] &&
        i.uv.x < _Bounds[2] &&
        i.uv.y > _Bounds[1] &&
        i.uv.y < _Bounds[3]){
         //c.a = 1;
          //c.a = _Color.a;      // Set to the Color's alpha only 
         c.a = c.a;             // Consider both Color and Texture's alpha
     }
     else{
         // c.a = 0;
         discard;               // Skip, don't bother drawing
     }
 
     return c;
 }



You'll also want to add "Blend SrcAlpha OneMinusSrcAlpha" into the SubShader like this (For transparencies):

 SubShader {
     Tags{"Queue"="Transparent"}
     Blend SrcAlpha OneMinusSrcAlpha
     Pass { ...
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Answer by Skaltum · Nov 11, 2012 at 02:56 PM

Jessepikes answer worked!

I also found this solution. Its all in the clip function, it will discard the pixel if the value is -1.

 Shader "Custom/SurfHightlighting" {
     Properties {
         _MainTex ("Base (RGB) Trans(A)", 2D) = "white" {}
         _Bounds ("Bounds", Vector) = (0,0,.5,.5)
         _Color ("Color", Color) = (1,1,1,1)
     }
     SubShader {
         Tags{"Queue"="Transparent"}
         LOD 200
         
         CGPROGRAM
         #pragma surface surf Lambert
 
         sampler2D _MainTex;
         float4 _Bounds;
         float4 _Color;
         
         struct Input {
             float2 uv_MainTex;
         };
 
         void surf (Input IN, inout SurfaceOutput o) {
             half4 c = tex2D (_MainTex, IN.uv_MainTex);
             clip((    IN.uv_MainTex.x > _Bounds[0] &&
                     IN.uv_MainTex.x < _Bounds[2] &&
                     IN.uv_MainTex.y > _Bounds[1] &&
                     IN.uv_MainTex.y < _Bounds[3])? 1:-1);
             o.Albedo = c.rgb * _Color.rgb;
             
             
             
             o.Alpha = c.a;
         }
         ENDCG
     } 
     FallBack "Diffuse"
 }
 
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