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Question by wozhdal2 · Apr 30, 2013 at 11:46 PM · shadersdepth

shader: color white after a precise z-value

hi,

i'm new to unity and it's difficult to understand shaders :p . what i want to do is to color a mesh after a precise z-value with 0.5 alpha white. it seems like a fog but at a precise point, independant from the camera.

i tried with some z-buffer things and depth but it didn't succeed (z-buffer is more for the camera but i want really uniformely color after the z position 0.5);

can someone tell me how. it will spare me 2-3 days ;)

thank you!

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avatar image whydoidoit · May 01, 2013 at 05:09 AM 0
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You mean z 0.5 in world coordinates?

avatar image wozhdal2 · May 01, 2013 at 08:43 AM 0
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yes world coordinates.

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Answer by wozhdal2 · May 01, 2013 at 05:12 PM

ok, i did just what i want: void surf (Input IN, inout SurfaceOutput o) {

             if(IN.worldPos.z>0.5) {
             o.Albedo=tex2D (_MainTex, IN.uv_MainTex).rgb*2; //after 0.5 : 50% white.
             } else{
             o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb; // in front : normal
             }
       
        }

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avatar image whydoidoit · May 02, 2013 at 06:39 AM 0
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Ah glad you got there!!!

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