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Question by Randomman159 · Jun 04, 2014 at 12:15 PM · shaderlightingtransparency

Transparency from light shader

I am currently trying to write a shader which makes an object completely invisible unless it has light. Essentially imagine a plain diffuse shader, except instead of approaching black as there is less light, the result approaches invisible.

Could anyone assist me with this?

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Answer by Klaus-Eiperle · Jun 04, 2014 at 01:11 PM

Hi,

You are looking for this:

 Shader "Custom/CGM-LightShader" {
     Properties {
         _SpecColor ("Specular Color", Color) = (0.25,0.25,0.25,0)
         _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
         _Shininess ("Shininess", Range (0.01, 1)) = 0.5
     }
     SubShader {
         Tags {
             "Queue"="Transparent"
             "IgnoreProjector"="True"
             "RenderType"="Transparent"
         }
         LOD 300
         
         CGPROGRAM
         #pragma surface surf BlinnPhong decal:add nolightmap
 
         half _Shininess;
         float4 _Color;
             
         struct Input {
             float4 color : COLOR;
         };
             
         void surf (Input IN, inout SurfaceOutput o) {
             fixed4 c = _Color;                
             o.Albedo = c.rgb * _SpecColor.a;
             o.Gloss = c.rgb;
             o.Specular = c.rgb * _Shininess;
             o.Alpha = 0;
         }
         ENDCG
     }
     FallBack "Transparent/VertexLit"
 }
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avatar image Randomman159 · Jun 04, 2014 at 01:21 PM 0
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Wow. Was honestly expecting either no reply for such a question, or some links to random unity docs.

This is brilliant, thankyou so much.

avatar image Randomman159 · Jun 04, 2014 at 02:27 PM 0
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Quick question though, is there any way you know to get this to work with black lights as well?

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