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2
Question by Xatoku · Oct 29, 2011 at 02:03 AM · shaderlightingtransparencyalphachannel

Toon Lighted Alpha

Hi there,

I'm using a cel-shaded style for my game through the Toon Lighted/Outline Shader and I need my enemies to fade out once killed.

Do any of you know how to add the alpha channel to a shader?

I know it's been answered before but that was for the Toon Basic shader, and I've tried applying those concepts to the Lighted version, but Lighted seems to be a bit more complicated and I must be missing something.

Thanks, Jordan

Here's the Shader:

 Shader "Toon/Lighted" {
     Properties {
         _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
         _MainTex ("Base (RGB)", 2D) = "white" {}
         _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} 
     }
 
     SubShader {
         Tags {"Queue"="Transparent" "RenderType"="Transparent"}
         Blend SrcAlpha OneMinusSrcAlpha
         LOD 200
         
 CGPROGRAM
 #pragma surface surf ToonRamp
 
 sampler2D _Ramp;
 
 // custom lighting function that uses a texture ramp based
 // on angle between light direction and normal
 #pragma lighting ToonRamp exclude_path:prepass
 inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten)
 {
     #ifndef USING_DIRECTIONAL_LIGHT
     lightDir = normalize(lightDir);
     #endif
     
     half d = dot (s.Normal, lightDir)*0.5 + 0.5;
     half3 ramp = tex2D (_Ramp, float2(d,d)).rgb;
     
     half4 c;
     c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2);
     c.a = 0;
     return c;
 }
 
 
 sampler2D _MainTex;
 float4 _Color;
 
 struct Input {
     float2 uv_MainTex : TEXCOORD0;
 };
 
 void surf (Input IN, inout SurfaceOutput o) {
     half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
     o.Albedo = c.rgb;
     o.Alpha = c.a;
 }
 ENDCG
 
     } 
 
     Fallback "Diffuse"
 }


And here's the outlined version.

     Shader "Toon/Lighted Outline" {
     Properties {
         _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
         _OutlineColor ("Outline Color", Color) = (0,0,0,1)
         _Outline ("Outline width", Range (.002, 0.03)) = .005
         _MainTex ("Base (RGB)", 2D) = "white" {}
         _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} 
     }
 
     SubShader {
         Tags { "RenderType"="Opaque" }
         UsePass "Toon/Basic/FORWARD"
         UsePass "Toon/Basic Outline/OUTLINE"
     } 
     
     Fallback "Toon/Lighted"
 }


Currently, the object with the shader on is transparent, but it is always transparent and I have no control on it with the alpha channel. Any help, please?

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avatar image Rod-Green · Oct 29, 2011 at 03:00 AM 0
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post the shader you're using + your attempts to add it and people will be able to give you a quick answer

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Answer by Kriechgebuesch · Nov 24, 2011 at 09:32 PM

I think if you changed the line "c.a = 0;" in the function "inline" to "c.a = s.Alpha;" it should work. Here is a Lighted Toon Shader with Alpha that worked for me:

 Shader "Toon/Lighted with Alpha" {
         Properties {
             _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
             _MainTex ("Base (RGB)", 2D) = "white" {}
             _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} 
         }
     
         SubShader {
             Tags {"Queue"="Transparent" "RenderType"="Transparent"}
             Blend SrcAlpha OneMinusSrcAlpha
             LOD 200
             
     CGPROGRAM
     #pragma surface surf ToonRamp
     
     sampler2D _Ramp;
     
     // custom lighting function that uses a texture ramp based
     // on angle between light direction and normal
     #pragma lighting ToonRamp exclude_path:prepass
     inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten)
     {
         #ifndef USING_DIRECTIONAL_LIGHT
         lightDir = normalize(lightDir);
         #endif
         
         half d = dot (s.Normal, lightDir)*0.5 + 0.5;
         half3 ramp = tex2D (_Ramp, float2(d,d)).rgb;
         
         half4 c;
         c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2);
         c.a = s.Alpha;
         return c;
     }
     
     
     sampler2D _MainTex;
     float4 _Color;
     
     struct Input {
         float2 uv_MainTex : TEXCOORD0;
     };
     
     void surf (Input IN, inout SurfaceOutput o) {
         half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
         o.Albedo = c.rgb;
         o.Alpha = c.a;
     }
     ENDCG
     
         } 
     
         Fallback "Diffuse"
     }



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avatar image Xatoku · Dec 11, 2011 at 04:29 PM 0
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That worked for me too! Thanks a ton, you really saved my hide. I'll learn this shading stuff eventually =P.

avatar image Dreo · Dec 26, 2012 at 02:12 PM 0
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Very Nice! Thank you!! Perfect for use with 2d toolkit!

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Answer by LSPressWorks · Jul 29, 2014 at 08:07 PM

Any chance of this exact thign with outlines? Can't seem to find or figure it out.

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