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Question by Penta- · Aug 22, 2017 at 10:35 PM · shadersalphagrassbillboardgeometry shader

how to draw billboards grass with alpha?

I'm doing a shader to draw through a grass texture. To this I show it following the camera. The problem is that having alpha and using the

ZWrite off Blend SrcAlpha OneMinusSrcAlpha

Through the front pastures I visualized the pastures of the bottom.

alt text

 Shader "Vegetacion/Prueba pasto Billboard"
 {
     Properties
     {
         [HideInInspector]_MainTex ("", 2D) = "white" {}
         _Texture ("Sprite", 2D) = "white" {}
     }
     SubShader
     {
         Tags {"RenderType" = "Opaque" "Queue"="Transparent"}
 
         LOD 100
         Cull off
 
         Pass
         {
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
 
             #include "UnityCG.cginc"
 
             struct appdata
             {
                 float4 vertex : POSITION;
                 float2 uv : TEXCOORD0;
             };
 
             struct v2f
             {
                 float2 uv : TEXCOORD0;
                 float4 vertex : SV_POSITION;
             };
 
             sampler2D _MainTex;
             float4 _MainTex_ST;
             
             v2f vert (appdata v)
             {
                 v2f o;
                 o.vertex = UnityObjectToClipPos(v.vertex);
                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                 return o;
             }
             
             fixed4 frag (v2f i) : SV_Target
             {
                 // sample the texture
                 fixed4 col = tex2D(_MainTex, i.uv);
                 return col;
             }
             ENDCG
         }
 
         pass
         {
 
             ZWrite Off
             Blend SrcAlpha OneMinusSrcAlpha
 
             
             CGPROGRAM
 
             #pragma vertex vert 
             #pragma geometry geom
             #pragma fragment frag
 
             #include "UnityCG.cginc"
 
             struct v2g
             {
                 float4 vertex : POSITION;
                 float4 WorldPos : TEXCOORD0;
                 float3 normal : NORMAL;
             };
 
             struct g2f
             {
                 fixed4 vertex : SV_POSITION;
                 fixed2 uv : TEXCOORD0;
             };
 
             //                                                                    VERTEX CODE
             v2g vert(appdata_base v)
             {
                 v2g o;
                 o.vertex = UnityObjectToClipPos(v.vertex);
                 o.WorldPos = mul(unity_ObjectToWorld, v.vertex);
                 o.normal = UnityObjectToWorldNormal(v.normal);
                 return o;
             }
             //                                                                    GEOMETRY CODE
             [maxvertexcount(128)]
             void geom( triangle v2g i[3], inout TriangleStream<g2f> stream)
             {
                 //get data of the vertex program
                 float4 P1 = i[0].vertex;
                 float4 W1 = i[0].WorldPos;
                 float3 N1 = i[0].normal;
 
                 float4 P2 = i[1].vertex;
                 float4 W2 = i[1].WorldPos;
                 float3 N2 = i[1].normal;
 
                 float4 P3 = i[2].vertex;
                 float4 W3 = i[2].WorldPos;
                 float3 N3 = i[2].normal;
 
                 //compute triangle's position, world position and normal
                 float4 P = (P1 + P2 + P3) / 3;
                 float4 W = (W1 + W2 + W3) / 3;
                 float3 N = (N1 + N2 + N3) / 3;
 
                 //Generate the four points for draw the sprite
 
                 float4 Puntos[4] = {W, (W + W1)/2, (W + W2)/2, (W + W3)/2 };
 
                 for (int i = 0; i < 4; i ++)
                 {
                     float3 direccion = _WorldSpaceCameraPos -  Puntos[i];
                     float3 extension = cross(direccion, N);
                     float4 look = normalize(float4(extension, 0));
                     look.w = 0; look.y = 0;
                     float4x4 vp = mul(UNITY_MATRIX_MVP, unity_WorldToObject);
 
                     g2f o;
 
                     o.vertex = mul(vp, Puntos[i] - look/2);
                     o.uv = float2(0,0);
                     stream.Append(o);
 
                     o.vertex = mul(vp, Puntos[i] + look/2);
                     o.uv = float2(1,0);
                     stream.Append(o);
 
                     o.vertex = mul(vp, Puntos[i] + float4(N,0) - look/2);
                     o.uv = float2(0,1);
                     stream.Append(o);
 
                     o.vertex = mul(vp, Puntos[i] + float4(N,0) + look/2);
                     o.uv = float2(1,1);
                     stream.Append(o);
 
                     stream.RestartStrip();
                 }
 
             }
             //                                                                    FRAGMENT CODE
             texture2D _Texture;
             SamplerState sampler_Texture;
 
             fixed4 frag(g2f i) : COLOR
             {
                 fixed4 col = _Texture.Sample(sampler_Texture, i.uv);
                 return col;
             }
 
             ENDCG
         }
     }
 }
 
sin-titulo.jpg (255.1 kB)
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avatar image unidad2pete · Aug 22, 2017 at 10:43 PM 0
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You can use any custom texture. Edit your texture grass on any editor (gimp is free) set the image Alpha at your preference and reimport.

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