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Question by
rustyruss1985 · Jul 17, 2018 at 08:32 PM ·
shadertransparentunlit
unity renders all my points in white
i'm trying to display a simple array of points as lines in a mesh, but most of the shaders i'm using just display my points as completely white.
here, trackholder is a game object:
var shader = Shader.Find("Legacy Shaders/Self-Illumin/Diffuse");
trackHolder.GetComponent<Renderer>().material.shader = shader;
Particles/Alpha Blended is one of the few shaders that doesnt render in completely white or gray lines, but suffers from weird culling effects, and this shader also works for color, but not for transparency:
Shader "Unlit/simpleshader"
{
Properties{
_MainTex("Texture", 2D) = "white" {}
//_Color("Color", Color) = (1,1,1,1)
}
SubShader{
Tags{ "Queue" = "Geometry" }
Pass{
BindChannels{
Bind "Color", color
Bind "Vertex", vertex
Bind "TexCoord", texcoord
}
SetTexture[_MainTex]{
Combine texture * primary
}
}
}
}
anyone know what is going on? why do all the shaders render in white/gray solid lines. i'm just looking for a simple shader to render unlit points in rgba, thanks.
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