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Question by
RyanSpicer · Jun 10, 2013 at 05:49 PM ·
shadertransparencyalpha
Shaders -- Tinting while respecting texture alpha
I'm trying to write an unlit shader that supports both transparency and tinting. I've got tinting working, but right now the shader does not respect the alpha channel of the Base texture. I'm sure this must be a simple fix, but I'm new to Unity shaders.
// Derived from Unlit/Transparent
Shader "Custom/UnlitTransparentTint" {
Properties {
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_Color ("Tint Color", Color) = (1,1,1)
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
Lighting Off
SetTexture [_MainTex] {
constantColor [_Color]
combine texture * constant, constant
}
}
}
}
Comment
http://docs.unity3d.com/Documentation/Components/SL-SetTexture.html
Separate Alpha & Color computation