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
0
Question by supertacoman12 · Oct 18, 2014 at 09:16 PM · shadertransparency

Unity making existing shader partially transparent

This shader is supposed to be partially transparent, I followed the step by step at this post http://answers.unity3d.com/questions/244837/shader-help-adding-transparency-to-a-shader.html but it didn't work. Can someone help me with this?

Code:

 Shader "UnityCoder/OldFilm1"
 {
 Properties {
  _MainTex ("Color (RGB) Alpha (A)", 2D) = "white"
  
 SepiaValue("SepiaValue", Float) = 0
 NoiseValue("NoiseValue", Float) = 0
 ScratchValue("ScratchValue", Float) = 0
 InnerVignetting("InnerVignetting", Float) = 0
 OuterVignetting("OuterVignetting", Float) = 0
 RandomValue("RandomValue", Float) = 0
 TimeLapse("TimeLapse", Float) = 0
  
 }
 SubShader {
 Tags { "Queue"="Transparent" "RenderType"="Transparent" }
 LOD 200
  
 CGPROGRAM
 #pragma target 3.0
 #pragma surface surf Lambert alpha
  
 sampler2D _MainTex;
  
 uniform float SepiaValue;
 uniform float NoiseValue;
 uniform float ScratchValue;
 uniform float InnerVignetting;
 uniform float OuterVignetting;
 uniform float RandomValue;
 uniform float TimeLapse;
  
 struct Input {
 float2 uv_MainTex;
 };
  
 /// <summary>
 /// Computes the overlay between the source and destination colours.
 /// <summary>
 float3 Overlay (float3 src, float3 dst)
 {
 // if (dst <= O) then: 2 * src * dst
 // if (dst > O) then: 1 - 2 * (1 - dst) * (1 - src)
 return float3((dst.x <= 0.5) ? (2.0 * src.x * dst.x) : (1.0 - 2.0 * (1.0 - dst.x) * (1.0 - src.x)),
 (dst.y <= 0.5) ? (2.0 * src.y * dst.y) : (1.0 - 2.0 * (1.0 - dst.y) * (1.0 - src.y)),
 (dst.z <= 0.5) ? (2.0 * src.z * dst.z) : (1.0 - 2.0 * (1.0 - dst.z) * (1.0 - src.z)));
 }
  
 float3 mod289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
 float2 mod289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
 float3 permute(float3 x) { return mod289(((x*34.0)+1.0)*x); }
  
 float snoise (float2 v)
 {
 const float4 C = float4(0.211324865405187,  // (3.0-sqrt(3.0))/6.0
 0.366025403784439,  // 0.5*(sqrt(3.0)-1.0)
 -0.577350269189626, // -1.0 + 2.0 * C.x
 0.024390243902439); // 1.0 / 41.0
  
 // First corner
 float2 i  = floor(v + dot(v, C.yy) );
 float2 x0 = v -   i + dot(i, C.xx);
  
 // Other corners
 float2 i1;
 i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
 float4 x12 = x0.xyxy + C.xxzz;
 x12.xy -= i1;
  
 // Permutations
 i = mod289(i); // Avoid truncation effects in permutation
 float3 p = permute( permute( i.y + float3(0.0, i1.y, 1.0 ))
 + i.x + float3(0.0, i1.x, 1.0 ));
  
 float3 m = max(0.5 - float3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
 m = m*m ;
 m = m*m ;
  
 // Gradients: 41 points uniformly over a line, mapped onto a diamond.
 // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
  
 float3 x = 2.0 * frac(p * C.www) - 1.0;
 float3 h = abs(x) - 0.5;
 float3 ox = floor(x + 0.5);
 float3 a0 = x - ox;
  
 // Normalise gradients implicitly by scaling m
 // Approximation of: m *= inversesqrt( a0*a0 + h*h );
 m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
  
 // Compute final noise value at P
 float3 g;
 g.x  = a0.x  * x0.x  + h.x  * x0.y;
 g.yz = a0.yz * x12.xz + h.yz * x12.yw;
 return 130.0 * dot(m, g);
 }
  
 void surf (Input IN, inout SurfaceOutput o)
 {
  
 // Sepia RGB value
 float3 sepia = float3(112.0 / 255.0, 66.0 / 255.0, 20.0 / 255.0);
  
 // Step 1: Convert to grayscale
 float3 colour = tex2D(_MainTex,  IN.uv_MainTex.xy).xyz;
 float gray = (colour.x + colour.y + colour.z) / 3.0;
 float3 grayscale = float3(gray);
  
 // Step 2: Appy sepia overlay
 float3 finalColour = Overlay(sepia, grayscale);
  
 // Step 3: Lerp final sepia colour
 finalColour = grayscale + SepiaValue * (finalColour - grayscale);
  
 // Step 4: Add noise
 float noise = snoise(IN.uv_MainTex.xy * float2(1024.0 + RandomValue * 512.0, 1024.0 + RandomValue * 512.0)) * 0.5;
 finalColour += noise * NoiseValue;
  
 // Optionally add noise as an overlay, simulating ISO on the camera
 //vec3 noiseOverlay = Overlay(finalColour, vec3(noise));
 //finalColour = finalColour + NoiseValue * (finalColour - noiseOverlay);
  
 // Step 5: Apply scratches
 if ( RandomValue < ScratchValue )
 {
 // Pick a random spot to show scratches
 float dist = 1.0 / ScratchValue;
 //RandomValue *= _Time.y*10;
 float d = distance(IN.uv_MainTex.xy, float2(RandomValue * dist, RandomValue * dist));
 if ( d < 0.4 )
 {
 // Generate the scratch
 float xPeriod = 8.0;
 float yPeriod = 1.0;
 float pi = 3.141592;
 float phase = TimeLapse;
 //                    float phase = _Time.x*TimeLapse;
 //                    float phase = _Time.x;
 float turbulence = snoise(IN.uv_MainTex.xy * 2.5);
 float vScratch = 0.5 + (sin(((IN.uv_MainTex.x * xPeriod + IN.uv_MainTex.y * yPeriod + turbulence)) * pi + phase) * 0.5);
 vScratch = clamp((vScratch * 10000.0) + 0.35, 0.0, 1.0);
  
 finalColour.xyz *= vScratch;
 }
 }
  
 // Step 6: Apply vignetting
 // Max distance from centre to corner is ~0.7. Scale that to 1.0.
 float d = distance(float2(0.5, 0.5), IN.uv_MainTex) * 1.414213;
 float vignetting = clamp((OuterVignetting - d) / (OuterVignetting - InnerVignetting), 0.0, 1.0);
 finalColour.xyz *= vignetting;
  
 // Apply colour
 //gl_FragColor.xyz = finalColour;
 //gl_FragColor.w = 1.0;
  
 //half4 c = tex2D (_MainTex, IN.uv_MainTex);
 o.Albedo = finalColour;
 o.Alpha = tex2D (_MainTex, IN.uv_MainTex).a;
 }
 ENDCG
 }
 Fa
Comment
Add comment
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

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by drudiverse · Oct 18, 2014 at 09:56 PM

its tagged as transparent, check the alpha values, try 0.5.

Comment
Add comment · Share
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

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

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Shader for 2D Sprite "Always Rendered on Top" Problem 0 Answers

Transparency cube shader? 1 Answer

Implement texture masking into simple existing shader 1 Answer

An Outline like the Editor does in game, with transparency 1 Answer

Add Color Property to Unlit Alpha? 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