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Question by Negagames · Aug 14, 2013 at 01:39 AM · javascriptshadersadvanced

Accessing the alpha blend variable in a custom shader

I have a custom shader that I pulled from another question and i'm wondering how I pull the variable _BlendAlpha to use in a line of script like such:

 renderer.material.WhatGoesHere = Mathf.Lerp(!inside ? 1 : 0, inside ? 1 : 0, 1);

Here is a link to the shader: http://puu.sh/41we6.txt

P.S. "inside" is a boolean P.P.S. "WhatGoesHere" is what i'm stuck on, just to clarify

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Answer by aldonaletto · Aug 14, 2013 at 01:49 AM

You should use SetFloat:

 renderer.material.SetFloat("_Blend", Mathf.Lerp(!inside ? 1 : 0, inside ? 1 : 0, 1));

NOTE: This Lerp will always return inside? 1: 0 - is this what you want?

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avatar image Negagames · Aug 14, 2013 at 02:19 AM 0
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Well if you change the state of the boolean then it'll shift from 1 to 0 ins$$anonymous$$d of 0 to 1 right?

avatar image aldonaletto · Aug 14, 2013 at 11:23 AM 0
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Yes: the 1st and 2nd arguments are (0,1) when inside is true, (1,0) when it's false. What's weird is the 3rd Lerp argument: it's a constant 1, thus Lerp will always return the second argument. Usually it's a variable or function ranging from 0 to 1, and works like a slider between the 1st and 2nd arguments: 0 returns the first, 1 returns the second, 0.5 returns the average between both, and so on.

avatar image Negagames · Aug 14, 2013 at 04:27 PM 0
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Thanks! Also I sovled the whole problem with the third argument.

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