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 Sirmaiji · Feb 18, 2013 at 01:19 PM · shadertransparencypoint lightdeferred rendering

Problem with shadow casting on transparent material

Here's code of a shader below that makes material accept shadows on invisible objects. It works quite well with Directional Light for me. But when it comes up to use this one with Point or Spot light types (switching to Deferred Lighting rendering path) it doesn't work. So what's wrong with it? Is there any solution?

     Shader "Transptest"
     {
             Properties
             {
     _MainTex("MainTex", 2D) = "black" {}
     _Cutoff("Cutoff", Range (0, 1))= 0.5
     _MainColor("_MainColor", Color) = (1,1,1,1)
      
             }
            
             SubShader
             {
             Pass {
                     Name "Caster"
                     Tags { "LightMode" = "ShadowCaster"  }
                     Offset 1, 1
                    
                     Fog {Mode Off}
                     ZWrite On
                     ZTest LEqual
                     Cull Off
                     Alphatest Greater [_Cutoff]
      
     CGPROGRAM
     #pragma vertex vert
     #pragma fragment frag addshadow
     #pragma multi_compile_shadowcaster
     #pragma fragmentoption ARB_precision_hint_fastest
     #include "UnityCG.cginc"
      
     struct v2f {
             V2F_SHADOW_CASTER;
             float2  uv : TEXCOORD1;
     };
      
     uniform float4 _MainTex_ST;
      
     v2f vert( appdata_base v )
     {
             v2f o;
             TRANSFER_SHADOW_CASTER(o)
             o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
             return o;
     }
      
     uniform sampler2D _MainTex;
     uniform fixed _Cutoff;
     uniform fixed4 _MainColor;
      
     float4 frag( v2f i ) : COLOR
     {
             fixed4 texcol = tex2D( _MainTex, i.uv );
             clip( texcol.a*_MainColor.a - _Cutoff );
            
             SHADOW_CASTER_FRAGMENT(i)
     }
     ENDCG
      
             }
            
            
                     Tags
                     {
     "Queue"="Geometry+500"
     "IgnoreProjector"="False"
     "RenderType"="Transparent"
      
                     }
      
                    
     Cull Off
     ZWrite On
     ZTest LEqual
     ColorMask RGBA
     Alphatest Greater [_Cutoff]
     Fog{
     }
      
      
                     CGPROGRAM
     #pragma surface surf BlinnPhongEditor  vertex:vert
     #pragma target 2.0
      
      
     sampler2D _MainTex;
      
                             struct EditorSurfaceOutput {
                                     half3 Albedo;
                                     half3 Normal;
                                     half3 Emission;
                                     half3 Gloss;
                                     half Specular;
                                     half Alpha;
                                     half4 Custom;
                             };
                            
                             inline half4 LightingBlinnPhongEditor_PrePass (EditorSurfaceOutput s, half4 light)
                             {
     half3 spec = light.a * s.Gloss;
     half4 c;
     c.rgb = (s.Albedo * light.rgb + light.rgb * spec);
     c.a = s.Alpha;
     return c;
      
                             }
      
                             inline half4 LightingBlinnPhongEditor (EditorSurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
                             {
                                     half3 h = normalize (lightDir + viewDir);
                                    
                                     half diff = max (0, dot ( lightDir, s.Normal ));
                                    
                                     float nh = max (0, dot (s.Normal, h));
                                     float spec = pow (nh, s.Specular*128.0);
                                    
                                     half4 res;
                                     res.rgb = _LightColor0.rgb * diff;
                                     res.w = spec * Luminance (_LightColor0.rgb);
                                     res *= atten * 2.0;
      
                                     return LightingBlinnPhongEditor_PrePass( s, res );
                             }
                            
                             struct Input {
                                     float2 uv_MainTex;
      
                             };
      
                             void vert (inout appdata_full v, out Input o) {
     float4 VertexOutputMaster0_0_NoInput = float4(0,0,0,0);
     float4 VertexOutputMaster0_1_NoInput = float4(0,0,0,0);
     float4 VertexOutputMaster0_2_NoInput = float4(0,0,0,0);
     float4 VertexOutputMaster0_3_NoInput = float4(0,0,0,0);
      
      
                             }
                            
      
                             void surf (Input IN, inout EditorSurfaceOutput o) {
                                     o.Normal = float3(0.0,0.0,1.0);
                                     o.Alpha = 1.0;
                                     o.Albedo = 0.0;
                                     o.Emission = 0.0;
                                     o.Gloss = 0.0;
                                     o.Specular = 0.0;
                                     o.Custom = 0.0;
                                    
     float4 Tex2D0=tex2D(_MainTex,(IN.uv_MainTex.xyxy).xy);
     float4 Master0_1_NoInput = float4(0,0,1,1);
     float4 Master0_2_NoInput = float4(0,0,0,0);
     float4 Master0_3_NoInput = float4(0,0,0,0);
     float4 Master0_4_NoInput = float4(0,0,0,0);
     float4 Master0_7_NoInput = float4(0,0,0,0);
     float4 Master0_6_NoInput = float4(1,1,1,1);
     o.Albedo = Tex2D0;
     o.Alpha = Tex2D0.aaaa;
      
                                     o.Normal = normalize(o.Normal);
                             }
                     ENDCG
      
             }
            
      
             Fallback "Diffuse"
     }
 
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 Benproductions1 · Feb 18, 2013 at 11:10 PM 0
Share

You sir, are pro! Bump, I'd like to see this work :D

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

10 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

Related Questions

point light illuminates makes transparent object visible 0 Answers

Rendering an entire object as transparent 1 Answer

Multiple transparency - is solution exists? 0 Answers

CG Programming, Points Lights attenuation and light range 3 Answers

Adding transparency to a shadow 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