Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 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 /
  • Help Room /
avatar image
0
Question by EvanCheddar · Mar 26 at 08:16 PM · shaderstransparencyalpha-channel

How can I make this shader transparent? (add alpha option)

I'm not great with shaders and I'm trying to edit this shader to support an alpha/ transparency option. Any ideas would be greatly appreciated!

 // Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
 
 Shader "Custom/JellyShader" {
     Properties {
         _Color ("Color", Color) = (1,1,1,1)
         _MainTex ("Albedo (RGB)", 2D) = "white" {}
         _Glossiness ("Smoothness", Range(0,1)) = 0.5
         _Metallic ("Metallic", Range(0,1)) = 0.0
         
           _ControlTime ("Time", float) = 0
         _ModelOrigin ("Model Origin", Vector) = (0,0,0,0)
         _ImpactOrigin ("Impact Origin", Vector) = (-5,0,0,0)
 
         _Frequency ("Frequency", Range(0, 1000)) = 10
         _Amplitude ("Amplitude", Range(0, 5)) = 0.1
         _WaveFalloff ("Wave Falloff", Range(1, 8)) = 4
         _MaxWaveDistortion ("Max Wave Distortion", Range(0.1, 2.0)) = 1
         _ImpactSpeed ("Impact Speed", Range(0, 10)) = 0.5
         _WaveSpeed ("Wave Speed", Range(-10, 10)) = -5
     }
     SubShader {
         Tags { "RenderType"="Opaque" } 
         LOD 200
         
         CGPROGRAM
         // Physically based Standard lighting model, and enable shadows on all light types
         #pragma surface surf Standard fullforwardshadows addshadow vertex:vert
 
         // Use shader model 3.0 target, to get nicer looking lighting
         #pragma target 3.0
 
         sampler2D _MainTex;
 
         struct Input {
             float2 uv_MainTex;
         };
 
         half _Glossiness;
         half _Metallic;
         fixed4 _Color;
 
         float _ControlTime;
         float4 _ModelOrigin;
         float4 _ImpactOrigin;
 
         half _Frequency; //Base frequency for our waves.
         half _Amplitude; //Base amplitude for our waves.
         half _WaveFalloff; //How quickly our distortion should fall off given distance.
         half _MaxWaveDistortion; //Smaller number here will lead to larger distortion as the vertex approaches origin.
         half _ImpactSpeed; //How quickly our wave origin moves across the sphere.
         half _WaveSpeed; //Oscillation speed of an individual wave.
 
         // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
         // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
         // #pragma instancing_options assumeuniformscaling
         UNITY_INSTANCING_BUFFER_START(Props)
             // put more per-instance properties here
         UNITY_INSTANCING_BUFFER_END(Props)
 
         void vert (inout appdata_base v) {
             float4 world_space_vertex = mul(unity_ObjectToWorld, v.vertex);
 
             float4 direction = normalize(_ModelOrigin - _ImpactOrigin);
             float4 origin = _ImpactOrigin + _ControlTime * _ImpactSpeed * direction;
             
             //Get the distance in world space from our vertex to the wave origin.
             float dist = distance(world_space_vertex, origin);
 
             //Adjust our distance to be non-linear.
             dist = pow(dist, _WaveFalloff);
 
             //Set the max amount a wave can be distorted based on distance.
             dist = max(dist, _MaxWaveDistortion);
 
             //Convert direction and _ImpactOrigin to model space for later trig magic.
             float4 l_ImpactOrigin = mul(unity_WorldToObject, _ImpactOrigin);
             float4 l_direction = mul(unity_WorldToObject, direction);
 
             //Magic
             float impactAxis = l_ImpactOrigin + dot((v.vertex - l_ImpactOrigin), l_direction);
 
             v.vertex.xyz += v.normal * sin(impactAxis * _Frequency + _ControlTime * _WaveSpeed) * _Amplitude * (1 / dist);
         }
 
         void surf (Input IN, inout SurfaceOutputStandard o) {
             // Albedo comes from a texture tinted by color
             fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
             o.Albedo = c.rgb;
             // Metallic and smoothness come from slider variables
             o.Metallic = _Metallic;
             o.Smoothness = _Glossiness;
             o.Alpha = c.a;
         }
         ENDCG
     }
     FallBack "Diffuse"
 }
 
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

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

203 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 avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

(using shader blending to) remove white background from an image at runtime 3 Answers

Problem with Z testing??? 1 Answer

Writing a shader that allows both opaque and transparent blending 1 Answer

Is it possible to make a shader which is transparent but when viewed behind an object it displays a silhouette in colour/texture. 0 Answers

Strange Material/Shader Transparency Problem 0 Answers


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