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Question by jamesbdh · Nov 23, 2016 at 11:52 AM · shadershadersalpha

Trying to Add Basic Transparency to Shader

Hi, I'm trying to add an overall transparency parameter to this shader so I can fade it in/out, any help would be hugely appreciated:

 Properties
     {
         _MainTex ("Texture", 2D) = "black" {}
         _YTex("Y channel", 2D) = "black" {}
         _UTex("U channel", 2D) = "gray" {}
         _VTex("V channel", 2D) = "gray" {}
     }
     SubShader
     {
         Tags { "RenderType"="Opaque" }
         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;
             sampler2D _YTex;
             sampler2D _UTex;
             sampler2D _VTex;
             float4 _MainTex_ST;
             
             v2f vert (appdata v)
             {
                 v2f o;
                 o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                 UNITY_TRANSFER_FOG(o,o.vertex);
                 return o;
             }
             
             fixed4 frag (v2f i) : SV_Target
             {
                 float2 inv_uv = float2(i.uv.x, 1.0 - i.uv.y);
                 float ych = tex2D(_YTex, inv_uv).a;
                 float uch = tex2D(_UTex, inv_uv).a * 0.872 - 0.436;        //    Scale from 0 ~ 1 to -0.436 ~ +0.436
                 float vch = tex2D(_VTex, inv_uv).a * 1.230 - 0.615;        //    Scale from 0 ~ 1 to -0.615 ~ +0.615
                 /*    BT.601    */
                 float rch = clamp(ych + 1.13983 * vch, 0.0, 1.0);
                 float gch = clamp(ych - 0.39465 * uch - 0.58060 * vch, 0.0, 1.0);
                 float bch = clamp(ych + 2.03211 * uch, 0.0, 1.0);
                 
                 fixed4 col = fixed4(rch, gch, bch, 1.0);
                 col = pow(col, 2.2);
                 UNITY_APPLY_FOG(i.fogCoord, col);
                 return col;
             }
             ENDCG
         }
     }
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Answer by Namey5 · Nov 23, 2016 at 08:48 PM

      Properties
          {
              _MainTex ("Texture", 2D) = "black" {}
              _Alpha ("Transparency", Range(0,1)) = 1.0
              _YTex("Y channel", 2D) = "black" {}
              _UTex("U channel", 2D) = "gray" {}
              _VTex("V channel", 2D) = "gray" {}
          }
          SubShader
          {
              Tags { "RenderType"="Transparent" "Queue"="Transparent" }
              LOD 100
      
              Pass
              {
                  Blend SrcAlpha OneMinusSrcAlpha
                  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;
                  sampler2D _YTex;
                  sampler2D _UTex;
                  sampler2D _VTex;
                  half _Alpha;
                  float4 _MainTex_ST;
                  
                  v2f vert (appdata v)
                  {
                      v2f o;
                      o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                      o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                      UNITY_TRANSFER_FOG(o,o.vertex);
                      return o;
                  }
                  
                  fixed4 frag (v2f i) : SV_Target
                  {
                      float2 inv_uv = float2(i.uv.x, 1.0 - i.uv.y);
                      float ych = tex2D(_YTex, inv_uv).a;
                      float uch = tex2D(_UTex, inv_uv).a * 0.872 - 0.436;        //    Scale from 0 ~ 1 to -0.436 ~ +0.436
                      float vch = tex2D(_VTex, inv_uv).a * 1.230 - 0.615;        //    Scale from 0 ~ 1 to -0.615 ~ +0.615
                      /*    BT.601    */
                      float rch = clamp(ych + 1.13983 * vch, 0.0, 1.0);
                      float gch = clamp(ych - 0.39465 * uch - 0.58060 * vch, 0.0, 1.0);
                      float bch = clamp(ych + 2.03211 * uch, 0.0, 1.0);
                      
                      fixed4 col = fixed4(rch, gch, bch, 1.0);
                      col = pow(col, 2.2);
                      col.a = _Alpha;
                      UNITY_APPLY_FOG(i.fogCoord, col);
                      return col;
                  }
                  ENDCG
              }
          }

Just be wary that fog probably wont work with transparency.

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