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Question by
hypeatized · May 31, 2016 at 01:48 PM ·
shaderlightingshader programmingshader writingsurfaceshader
Standard Surface Shader with fade too dark
I've been trying to make a custom variant of the Stanard(Fade) shader. But I can't make it look like the default shader. What am I missing?
I want it to look like the standard shader first, then I want to customize it.
Shader "Custom/StandardFadeWithFog" {
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
_FogRamp("Fog Ramp", 2D) = "white" {}
}
SubShader{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent"}
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows alpha:fade
#pragma target 3.0
sampler2D _MainTex;
sampler2D _FogRamp;
//sampler2D _CameraDepthTexture;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
//float depth = Linear01Depth(tex2D(_CameraDepthTexture, IN.uv_MainTex));
//float4 fogColor = tex2D(_FogRamp, float2(depth, 0));
//o.Albedo = lerp(c.rgb, fogColor.rgb, fogColor.a);
//o.Alpha = lerp(c.a, fogColor.a, fogColor.a);
}
ENDCG
}
FallBack "Diffuse"
}
shaderprob.png
(60.7 kB)
Comment
In the normal standard shader, are you using the emission or albedo?