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Question by jason-yi-kai · Jun 07, 2013 at 01:45 AM · shadertransparentunlitgrayscale

Unlit / Transparent / Adjustable Grayscale shader

Hi Can some one give me a hand to create a Unlit / Transparent / Adjustable Grayscale shader?

I'm half way through... I just can't get the unlit work without causing an error message. :(

Here is my script so far. It is a Transparent/Adjustable Grayscale Shader.

 Shader "Custom/Grayscale" {
   Properties {
         _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
         _EffectAmount ("Effect Amount", Range (0, 1)) = 1.0
     }
  Category
     {
         ZWrite On
         Alphatest Greater 0.5
         Cull Off
     SubShader {
         Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
         LOD 200
  
         CGPROGRAM
         #pragma surface surf Lambert alpha
  
             sampler2D _MainTex;
              uniform float _EffectAmount;
              
             struct Input {
                 float2 uv_MainTex;
             };
  
             void surf (Input IN, inout SurfaceOutput o) {
                 half4 c = tex2D(_MainTex, IN.uv_MainTex);
                 o.Albedo = lerp(c.rgb, dot(c.rgb, float3(0.3, 0.59, 0.11)), _EffectAmount);
                 o.Alpha = c.a;
             }
  
         ENDCG
     }
     }
     Fallback "Unlit/Transparent"
 }
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avatar image jason-yi-kai · Jun 24, 2013 at 12:43 AM 0
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I still need help please. :(

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Answer by Imawizrd · Jun 24, 2013 at 01:13 AM

I think this shader was written by Jessy. It was posted here: http://forum.unity3d.com/threads/115455-Unlit-with-adjustable-Alpha

 Shader "Somian/Unlit/Transparent" {
  
     Properties{
         _Color ("Main Color (A=Opacity)", Color) = (1,1,1,1)
         _MainTex ("Base (A=Opacity)", 2D) = ""
     }
     
      
     
     Category {

         Tags {"Queue"="Transparent" "IgnoreProjector"="True"}
         ZWrite Off
         Blend SrcAlpha OneMinusSrcAlpha 

         SubShader {Pass {

             GLSLPROGRAM
             varying mediump vec2 uv;
     
             
     
             #ifdef VERTEX
     
             uniform mediump vec4 _MainTex_ST;
     
             void main() {
     
                 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
     
                 uv = gl_MultiTexCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
     
             }
     
             #endif
     
             
     
             #ifdef FRAGMENT
     
             uniform lowp sampler2D _MainTex;
     
             uniform lowp vec4 _Color;
     
             void main() {
     
                 gl_FragColor = texture2D(_MainTex, uv) * _Color;
     
             }
     
             #endif      
     
             ENDGLSL
     
         }}
     
         
     
         SubShader {Pass {
     
             SetTexture[_MainTex] {Combine texture * constant ConstantColor[_Color]}
     
         }}
     
     }
     
      
     
     }
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avatar image AlucardJay · Jun 24, 2013 at 02:06 AM 0
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Unlit shaders I use (scroll down to Unity iPhone Shaders ) : http://owlchemylabs.com/content/

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