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Question by kou · Sep 16, 2012 at 05:06 PM · shaderlightalphaprojector

How to make projector/light shader "alpha enabled"?

I'm using a projector to project a series of images which need to be fade in and fade out in order to look as a smooth animation. I'm wondering how would I inject alpha possibilities into this shader.

cheers,

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avatar image jhuynh_isobar · Sep 06, 2016 at 12:18 PM 0
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i got it working i just had to call it like this: float newFadedAlpha; Renderer rend = GetComponent(); Color color = new Color(.5F, .5F, .5F, newFadedAlpha); rend.material.SetColor("_TintColor", color);

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Answer by Daedin · May 14, 2015 at 08:02 PM

I've slightly tinkered with the standard Projector/light shader of unity 5, and this is what I use:

 Shader "Projector/Light" {
     Properties {
         _Color ("Main Color", Color) = (1,1,1,1)
         _ShadowTex ("Cookie", 2D) = "" {}
         _FalloffTex ("FallOff", 2D) = "" {}
     }
     
     Subshader {
         Tags {"Queue"="Transparent"}
         Pass {
             ZWrite Off
             ColorMask RGB
             Blend DstColor One
             Offset -1, -1
     
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma multi_compile_fog
             #include "UnityCG.cginc"
             
             struct v2f {
                 float4 uvShadow : TEXCOORD0;
                 float4 uvFalloff : TEXCOORD1;
                 UNITY_FOG_COORDS(2)
                 float4 pos : SV_POSITION;
             };
             
             float4x4 _Projector;
             float4x4 _ProjectorClip;
             
             v2f vert (float4 vertex : POSITION)
             {
                 v2f o;
                 o.pos = mul (UNITY_MATRIX_MVP, vertex);
                 o.uvShadow = mul (_Projector, vertex);
                 o.uvFalloff = mul (_ProjectorClip, vertex);
                 UNITY_TRANSFER_FOG(o,o.pos);
                 return o;
             }
             
             fixed4 _Color;
             sampler2D _ShadowTex;
             sampler2D _FalloffTex;
             
             fixed4 frag (v2f i) : SV_Target
             {
                 fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
                 texS.rgb *= _Color.rgb;
                 texS.a = (1.0-texS.a);
     
                 fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));
                                 // Added multiplication by _Color.a here
                 fixed4 res = texS * texF.a * _Color.a;
 
                 UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(0,0,0,0));
                 return res;
             }
             ENDCG
         }
     }
 }
 
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Answer by jhuynh_isobar · Sep 02, 2016 at 07:52 PM

Thanks, this made a great projector light, but I can't seem to access the alpha channels to fade it out. I tried a fading script in c# but it doesn't alter the alpha channel. Do I need to alter the shader in some way to do that?

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avatar image Daedin · Sep 02, 2016 at 08:05 PM 0
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Hey! I haven't touched Unity for more than a year, so unfortunately I won't be able to help here.

If I understand what you mean, when you change the alpha channel of the input Color, there is no impact on the result?

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