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Question by Waliactico · Apr 04, 2014 at 09:51 AM · shadermobileparticlescgsurfaceshader

Mobile Additive surface shader

Hi, I'm trying to translate the default Mobile Particles Additive shader to a surface shader. The problem is, particles don't obey the color modifiers from the particle system. Its alpha is always one, and they're always white, both in shuriken and legacy systems. This is my code, I think I'm missing some calcs to pass to Albedo:

 Shader "Mobile/SurfAdd" {
 Properties {
     _MainTex ("Particle Texture", 2D) = "white" {}
 }
 SubShader {
     Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
     Blend SrcAlpha One
     Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
     
     BindChannels {
         Bind "Color", color
         Bind "Vertex", vertex
         Bind "TexCoord", texcoord
     }
 
     CGPROGRAM
     #pragma exclude_renderers flash
     #pragma surface surf Lambert noforwardadd
     
     sampler2D _MainTex;
     
     struct Input {
         float2 uv_MainTex;
     };
     
     void surf (Input IN, inout SurfaceOutput o) {
         fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
         o.Albedo = c.rgb;
         o.Alpha = c.a;
     }
     
     ENDCG
  }
 }

I hope you can help me!

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avatar image supernat · Apr 04, 2014 at 03:07 PM 0
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It's been a while since I've modified a shader, but you are setting the SrcAlpha to One in the shader. Don't you mean One$$anonymous$$inusSrcAlpha?

avatar image AlkisFortuneFish · Apr 04, 2014 at 03:16 PM 0
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Try adding "alpha" to the surface shader pragma:

     #pragma surface surf Lambert noforwardadd alpha
 

See if that works!

The surface shader documentation page has more details on all the options the surface shader pragma accepts.

avatar image AlkisFortuneFish · Apr 04, 2014 at 03:18 PM 0
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Supernat, that doesn't set SrcAlpha to One, it multiplies the source pixel by SrcAlpha and the destination pixel by 1 and adds them together, resulting in a premultiplied alpha additive blend. Setting DstFactor to One$$anonymous$$inusSrcAlpha would result in alpha blending ins$$anonymous$$d. Refer to the ShaderLab blending documentation for more details.

avatar image supernat · Apr 04, 2014 at 03:31 PM 0
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Shoot, I read the question too fast. I thought he wanted alpha blending in my head. $$anonymous$$y mistake, thanks for correcting that.

avatar image Waliactico · Apr 04, 2014 at 03:43 PM 0
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Adding alpha to the pragma doesn't fix it. The sprite gets all dark actually, and it still isn't affected by the particle system color/alpha modifier...

avatar image keeperkai2 Waliactico · Mar 14, 2016 at 05:19 AM 0
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if you look at what "alpha" actually does( just select the shader and read the compiled vertex/fragment shader), you will realize that it only adds: Blend SrcAlpha One$$anonymous$$inusSrcAlpha to the forward base pass. I also ran into this problem, but so far no solution, I read the unity 5 built in shaders and all the ones using custom Blend are written as vertex/fragment shaders ins$$anonymous$$d of surface shaders... This would work in Unity 4 though... so it seems that they didn't consider this case(people would want to specify their own blending in surface shaders) when implementing the surface shader compiler in Unity 5..

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