Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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
1
Question by Mortis Mortavius · Dec 18, 2013 at 04:12 PM · shaderopenglgradientdirectx

Shader not working in OpenGL (Working in DirectX)

This is my first attempt at writing a shader and I'm guessing this is something easy but... my lack of knowledge in this arena is not allowing me to deduce what's going on. I've done hours worth of searching but I'm having a difficult time even understanding what, exactly, I should be searching FOR.

This shader takes a second texture which is a black to white gradient to use as an alpha cutoff. I found better results using this method with 2D sprites (_MainTex) than I did using an alpha layer on the 2D sprite texture itself. It provided a smoother transition through all cutoff ranges...

At any rate, this is working in DirectX but not in OpenGL:

 Shader "Sprites/AlphaCutoff"
 {
     Properties
     {
         [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
         _Alpha ("Texture", 2D) = "white" {}
         _Color ("Tint", Color) = (1,1,1,1)
         [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
         _CutOff ("Cutoff", Range (0, 1)) = 0.5
     }
  
     SubShader
     {
         Tags
         { 
             "Queue"="Transparent" 
             "IgnoreProjector"="True" 
             "RenderType"="Transparent" 
             "PreviewType"="Plane"
             "CanUseSpriteAtlas"="True"
         }
  
         Cull Off
         Lighting Off
         ZWrite Off
         Fog { Mode Off }
         Blend SrcAlpha OneMinusSrcAlpha
  
         Pass
         {
         CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma multi_compile DUMMY PIXELSNAP_ON
             #include "UnityCG.cginc"
             
             struct appdata_t
             {
                 float4 vertex   : POSITION;
                 float4 color    : COLOR;
                 float2 texcoord : TEXCOORD0;
             };
  
             struct v2f
             {
                 float4 vertex   : SV_POSITION;
                 fixed4 color    : COLOR;
                 half2 texcoord  : TEXCOORD0;
             };
             
             fixed4 _Color;
             fixed _CutOff;
  
             v2f vert(appdata_t IN)
             {
                 v2f OUT;
                 OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                 OUT.texcoord = IN.texcoord;
                 OUT.color = IN.color * _Color;
                 #ifdef PIXELSNAP_ON
                 OUT.vertex = UnityPixelSnap (OUT.vertex);
                 #endif
                 return OUT;
             }
  
             sampler2D _MainTex;
             sampler2D _Alpha;
  
             fixed4 frag(v2f IN) : COLOR
             {
                 fixed4 pix = tex2D(_Alpha, IN.texcoord);
                     
                 if (pix.r > _CutOff) {
                     return tex2D(_MainTex, IN.texcoord) * IN.color;                        
                 } else {
                     return 0;
                 }
             }
         ENDCG
         }
     }
 }
Comment
Add comment · Show 1
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 Jessy · Dec 18, 2013 at 05:47 PM 0
Share

0 isn't a valid vec4. Try returning fixed4(0,0,0,0); You should be able to use fixed4(0) but then you'll get warnings about stupid platforms not being able to compile that.

0 Replies

· Add your reply
  • Sort: 

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

18 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

Related Questions

Shader inconsistency between OpenGL and DirectX 2 Answers

Gradient over multiple tiled objects 1 Answer

Is it possible to combine two textures from a texture array in a shader? 1 Answer

Compute Shader crashes when buffer is too big 0 Answers

How can I make an animated color gradient? 1 Answer


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