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Question by AFWorks_Arg · Nov 03, 2021 at 10:56 PM · shadersalphadepthintersection

Help with Shader (Depth rendering with alpha and intersection)

Hi everyone, how are you?, hope you're fine, well, I have this problem with this shader, I was struggling and trying to understand what is the piece I need to change to achieve the wanted effect, you'll see, this is a "Thickness" shader that works rendering the depth of an object mesh with color, I modified the code to give it color but something in one of the functions is not working as I expected, when the object intersect another object this intersection appears in negative, I tried to change some parameters as Culling or ZTest, that isn't in the code, in some way it worked but, object interpose to another or when I move camera away from object it loses is color...

I'm using URP.

This is how shader works: alt text

And this is the wanted effect: alt text

And this is the shader, isn't mine, I guess I'm not the only one who was searching:

 Shader "Custom/Thickness" {
  
     Properties {
         _Color ("Main Color", Color) = (1,1,1,1)
         _Absorption("Absorption", Range(-10, 10)) = 1
     }
  
     SubShader {
         Tags {
             "Queue" = "Transparent"
             "IgnoreProjector" = "True"
             "RenderType" = "Transparent"
         }
  
         Pass {
             Cull Off
             Blend One One
             Lighting Off
             ZWrite Off
             Fog { Mode Off }
          
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #include "UnityCG.cginc"
            
             fixed4 _Color;
             struct a2v {
                 float4 vertex : POSITION;
             };
             struct v2f {
                 float4 pos : SV_POSITION;
                 half dist : TEXCOORD0;
             };
             v2f vert(a2v v) {
                 v2f o;
                 o.pos = UnityObjectToClipPos(v.vertex);
                 COMPUTE_EYEDEPTH(o.dist);
                 return o;
             }
             float _Absorption;
             fixed4 frag(v2f i, fixed facing : VFACE) : COLOR {
                 float depth = -_Absorption * sign(facing) * i.dist;
                 return _Color * depth;
             }
             ENDCG
         }
     }
 }
 

Any advice is welcome :) .

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