Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by cronus98 · Feb 10, 2019 at 09:17 PM · shaderbuttonalphaclipping

button discarding pixels in shader

hi all,

i'm working with buttons for which i'm using my own shader. this works fine, except unity seems to be discarding/clipping pixels before they ever get to my shader.

my image has the top and bottom thirds transparent. if i do something like color=fixed4(1,0,0,1); only the middle section will be red. both the button and the texture are square, and i can see in the scene view that both are positioned properly. any ideas on how i can prevent the button from clipping these transparent pixels?

shader is below:

 Shader "Custom/BlackTimerImage"
 {
     Properties
     {
         [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
         _Color ("Tint", Color) = (1,1,1,1)
 
 
         [PerRendererData] _PercentComplete("Percent Complete", Float) = .2
 
         _ColorMask ("Color Mask", Float) = 15
 
         [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
     }
 
     SubShader
     {
         Tags
         {
             "Queue"="Transparent"
             "IgnoreProjector"="True"
             "RenderType"="Transparent"
             "PreviewType"="Plane"
             "CanUseSpriteAtlas"="True"
         }
 
         Cull Off
         Lighting Off
         ZWrite Off
         ZTest [unity_GUIZTestMode]
         Blend SrcAlpha OneMinusSrcAlpha
 
         Pass
         {
             Name "Default"
         CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
 
             #include "UnityCG.cginc"
             #include "UnityUI.cginc"
 
             //#pragma multi_compile __ UNITY_UI_ALPHACLIP
 
             struct appdata_t
             {
                 float4 vertex   : POSITION;
                 float4 color    : COLOR;
                 float2 texcoord : TEXCOORD0;
                 UNITY_VERTEX_INPUT_INSTANCE_ID
             };
 
             struct v2f
             {
                 float4 vertex   : SV_POSITION;
                 fixed4 color    : COLOR;
                 float2 texcoord  : TEXCOORD0;
                 float4 worldPosition : TEXCOORD1;
             };
 
             fixed4 _Color;
             fixed4 _TextureSampleAdd;
             float _PercentComplete;
             v2f vert(appdata_t v)
             {
                 v2f OUT;
                 OUT.worldPosition = v.vertex;
                 OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
 
                 OUT.texcoord = v.texcoord;
 
                 OUT.color = v.color * _Color;
                 return OUT;
             }
 
             sampler2D _MainTex;
 
             fixed4 frag(v2f IN) : SV_Target
             {
                 half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
 
                 half2 up = float2(0, 1);
                 half2 pixelRay = normalize(float2(.5-IN.texcoord.x, IN.texcoord.y-.5));
                 float angle = (1-saturate((dot(up, pixelRay)+1) *.5))*.5;
                 if (IN.texcoord.x < .5)
                 {
                     angle = .5 + (.5 - angle);
                 }
 
                 if (angle > _PercentComplete) 
                 {
                     color.rgb *= .5f;
                     if (color.a <= .10)
                     {
                         color.a = .5f;
                     }
                 }
 
                 return color;
             }
         ENDCG
         }
     }
 }
 

,Hi all,

I'm working with Unity buttons for which I'm writing my own shader. It seems the button is discarding pixels before it ever gets to my (fragment) shader, which I'd love to prevent.

the image i'm using is square, my button is square. however, in my image the top third is transparent, the bottom third is transparent, and the middle has colored pixels. the unity button is discard the top and bottom pixels. i know this because if i do color=fixed4(1,0,0,1) only the middle portion is red. does anybody know how to stop unity from discarding/clipping these pixels? shader is below.

 Shader "Custom/BlackTimerImage"
 {
     Properties
     {
         [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
         _Color ("Tint", Color) = (1,1,1,1)
 
 
         [PerRendererData] _PercentComplete("Percent Complete", Float) = .2
 
         _ColorMask ("Color Mask", Float) = 15
 
         [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
     }
 
     SubShader
     {
         Tags
         {
             "Queue"="Transparent"
             "IgnoreProjector"="True"
             "RenderType"="Transparent"
             "PreviewType"="Plane"
             "CanUseSpriteAtlas"="True"
         }
 
         Cull Off
         Lighting Off
         ZWrite Off
         ZTest [unity_GUIZTestMode]
         Blend SrcAlpha OneMinusSrcAlpha
 
         Pass
         {
             Name "Default"
         CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
 
             #include "UnityCG.cginc"
             #include "UnityUI.cginc"
 
             //#pragma multi_compile __ UNITY_UI_ALPHACLIP
 
             struct appdata_t
             {
                 float4 vertex   : POSITION;
                 float4 color    : COLOR;
                 float2 texcoord : TEXCOORD0;
                 UNITY_VERTEX_INPUT_INSTANCE_ID
             };
 
             struct v2f
             {
                 float4 vertex   : SV_POSITION;
                 fixed4 color    : COLOR;
                 float2 texcoord  : TEXCOORD0;
                 float4 worldPosition : TEXCOORD1;
             };
 
             fixed4 _Color;
             fixed4 _TextureSampleAdd;
             float _PercentComplete;
             v2f vert(appdata_t v)
             {
                 v2f OUT;
                 OUT.worldPosition = v.vertex;
                 OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
 
                 OUT.texcoord = v.texcoord;
 
                 OUT.color = v.color * _Color;
                 return OUT;
             }
 
             sampler2D _MainTex;
 
             fixed4 frag(v2f IN) : SV_Target
             {
                 half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
 
                 half2 up = float2(0, 1);
                 half2 pixelRay = normalize(float2(.5-IN.texcoord.x, IN.texcoord.y-.5));
                 float angle = (1-saturate((dot(up, pixelRay)+1) *.5))*.5;
                 if (IN.texcoord.x < .5)
                 {
                     angle = .5 + (.5 - angle);
                 }
 
                 if (angle > _PercentComplete) 
                 {
                     color.rgb *= .5f;
                     if (color.a <= .10)
                     {
                         color.a = .5f;
                     }
                 }
 
                 return color;
             }
         ENDCG
         }
     }
 }
 

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by cronus98 · Feb 16, 2019 at 11:47 PM

To anyone with a similar problem, I ended up removing the Image component and adding a RawImage instead. No clipping!

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image HooksForFeet · Jun 02, 2020 at 02:50 PM 0
Share

It works! Is there anyone who can explain why exactly this is?

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

179 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Generic clipsafe fading ✿ 0 Answers

custom shader error. copy of "Nature/Tree Soft Occlusion Leaves" 0 Answers

Shader that does per Vert alpha with co 0 Answers

shader problem 0 Answers

Z-priming alpha-per-vertex 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges