Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
12 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 VaporAnomaly · Jun 03, 2020 at 09:06 AM · shaderstransparencyalphaopaque

Custom opaque shader looks transparent

Hi,

I am experimenting with shaders. I followed some tutorials and have the below shader code.

I have set everywhere possible to make sure the material is opaque, but i still can see some portions under the texture.

Please share your inputs.

Settings changed: Texture, Alpha Source is set to 'None'

Material, Alpha in the color is set to '255'

But when i play it, as you can see, a part of the boat under the water is still visible.

alt text

I have the below code inside the shader:

 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
 
 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
 Shader "Custom/SineWaves"
 {
     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
         //>>>Joshua
         _WaveHeight("WaveHeight", Float) = 1
         _WaveLength("WaveLength", Float) = 10
         _WaveSpeed("WaveSpeed", Float) = 10
         _WindDirection("WindDirection (2D)", Vector) = (1,0,0,0)
         //<<<Joshua
     }
     SubShader
     { 
         //>>>Joshua
         Tags { "RenderType"="Opaque" }
         //Tags { "RenderType" = "Transparent" "Queue" = "Transparent"} //Joshua
         //<<<Joshua
         LOD 200
 
         CGPROGRAM
         // Physically based Standard lighting model, and enable shadows on all light types
         //>>>Joshua
         //#pragma surface surf Standard fullforwardshadows
         #pragma surface surf Standard vertex:vert //alpha:fade//fullforwardshadows //addshadow   //Joshua
         //#include "LookingThroughWater.cginc" //Joshua
         //<<<Joshua
         // Use shader model 3.0 target, to get nicer looking lighting
         #pragma target 3.0
 
         sampler2D _MainTex;
 
         struct Input
         {
             float2 uv_MainTex;
             //>>>Joshua
             //float4 screenPos; //Joshua
             //<<<Joshua
         };
 
         half _Glossiness;
         half _Metallic;
         fixed4 _Color;
 
         // 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 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;
 
             //>>>Joshua
             //o.Albedo = ColorBelowWater(IN.screenPos); //Joshua
             //o.Alpha = 1;                              //Joshua
             //<<<Joshua
         }
         //https://catlikecoding.com/unity/tutorials/flow/waves/
         //>>>>Joshua
         float _WaveHeight, _WaveLength, _WaveSpeed;
         float2 _WindDirection;
 
         void vert(inout appdata_full vertexData) 
         {
             float3 p_local = vertexData.vertex.xyz;
             float3 p_global = mul(unity_ObjectToWorld, vertexData.vertex).xyz;
             float2 d = normalize(_WindDirection);
 
             float k = 2 * UNITY_PI / _WaveLength;
             //float f = (k * (p_global.x - _WaveSpeed * _Time.y));
             float f = (k * (dot(d, p_global.xz) - _WaveSpeed * _Time.y));
             p_local.y = _WaveHeight * sin(f);
 
             //float3 tangent = normalize(float3(1, k * _WaveHeight * cos(f), 0));
             //float3 normal = float3(-tangent.y, tangent.x, 0);
             vertexData.vertex.xyz = p_local;
             //vertexData.normal = normal;
         }
         //<<<Joshua
 
         ENDCG
     }
     //>>>Joshua
     //FallBack "Diffuse"
     //<<<Joshua
 }

Thanks, Joshua.

03-06-2020-boat-visible-under-water.png (86.3 kB)
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

213 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 avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Problem with Standard shader transparency 0 Answers

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

Transparency of a specific area 0 Answers

Raycasting through UI Image with transparent part 5 Answers

Terrain Transparency - Too many text interpolators 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