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Question by samyatchmenoff · Jun 28, 2011 at 10:35 PM · shaderalphasurface

Alpha in surface shader

I have the following very simple surface shader but no matter what I do with the alpha, it always appears slightly transparent.

 Shader "Sphere Shader" {
     Properties {
         _Color ("Color", Color) = (1,1,1,1)
     }
     SubShader {
         Tags { "RenderType" = "Opaque" }
         CGPROGRAM
         #pragma surface surf Lambert alpha
         
         struct Input {
                float3 viewDir;
         };
         
         float4 _Color;
 
         void surf (Input IN, inout SurfaceOutput o) {
             o.Albedo = _Color.rgb;
             o.Alpha = 1.0;
             o.Gloss = 0.0;
         }
         ENDCG
     }
     Fallback "VertexLit"
 } 

What's wrong??

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avatar image Peter G · Jun 28, 2011 at 11:42 PM 0
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If you set the alpha to 1.0 then you don't want alpha in the compiler directive.

avatar image Waz · Jun 28, 2011 at 11:54 PM 0
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Still a valid question if we assume it is cut down from something more complicated.

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Answer by samyatchmenoff · Jun 29, 2011 at 12:07 AM

Figured this one out on my own. I needed to add the tag "Queue" = "Transparent" so it is rendered after opaque geometry.

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avatar image aldonaletto · Jun 29, 2011 at 12:50 AM 0
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@samyatchmenoff, mark your answer as correct (the check button below the voting thumbs). It will help other people with similar problems to find the answer.

avatar image macdude2 · Nov 10, 2012 at 07:19 AM 0
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I tried this and I am still getting a slightly transparent object. Do you know of any other solution?

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