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Question by GizmoBradwell · May 29, 2012 at 10:35 AM · shaderglass

Reflection and Transparency

Hi,

This shader is a transparency shader with reflection added. Currently it masks the reflection amount based on the base textures alpha - meaning that the higher the transparency, the less the reflection appears; how do I change the reflection power to be only effected by a slider? Or alternativly as well as or instead of; invert the masking effect so that the reflection shows up more, not less, wherever it's most transparent.

Here's the current shader code (thanks amirabiri):

 Shader "Transparent/Reflective Specular" {
 Properties {
 _Color ("Main Color", Color) = (1,1,1,1)
 _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0)
 _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
 _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
 _Cube ("Reflection Cubemap", Cube) = "_Skybox" { TexGen CubeReflect }
 }
 
 SubShader {    LOD 300
 Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}}
 
 CGPROGRAM   
 #pgragma surface surf BlinnPhong alpha
 
 sampler2D _MainTex;
 samplerCUBE_Cube;
 
 fixed4 _Color;
 fixed4 _ReflectColor;
 half _Shininess;
 
 struct Input {
 float2 uv_MainTex;
 float3 worldRefl;
 };

 void surf (Input IN, inout SurfaceOutput o) {
 fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
    o.Albedo = tex.rgb * _Color.rgb;
    o.Gloss = tex.a;
    o.Specular = _Shininess;
 
 fixed4 reflcol = texCUBE (_Cube, IN.worldRefl);
 reflcol *= tex.a;
    o.Emission = reflcol.rgb * _ReflectColor.rgb;
    o.Alpha = reflcol.a * _Color.a;
 }
 ENDCG
 }
 
 FallBack "Transparent/Specular"
 }
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avatar image kyrnal · May 12, 2015 at 04:41 PM 0
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Great Shader! Thank you very much.

...nasty typo, though. It took me well over an hour to spot the extra "g" in #pragma.

Thanks again.

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Answer by Venryx · Mar 07, 2013 at 03:50 AM

I could explain how, since I had the same question a few hours ago, but since what I finished sounds about what you're looking for, (except with realtime reflections instead of cubemap ones), I'll just give you a link to its page on the Wiki: http://wiki.unity3d.com/index.php/SurfaceReflection

It requires Unity Pro, though.

If it's not quite what you want, I can try helping you get the original one working.

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Answer by gringofxs · Jun 21, 2019 at 01:38 PM

how i save this shader, and where i put it in unity?

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Answer by Cloud_Sky · Jul 06, 2021 at 11:00 PM

now that this works automatically, I am seeking for how to make it work the opposite way so that I could make glass material...

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