Before updating to Windows 10 you may need to return your Pro license. More information here

Fade particle opacity according to distance from camera?

Hi All I'm working on iOS (base pro, though not iOS pro for the time being) - I want to ramp the opacity of particles down to zero as they approach camera. Is there a simple way to do this? It appears that soft particles don't work on iOS - - so this would be a pretty good workaround for my needs.

more ▼

asked Jan 26, 2014 at 04:57 AM

avatar image

100 7 904 22

You could go about appropriating this shader to your needs, since it fades transparent materials out as they get closer to the camera.

Jan 26, 2014 at 06:11 AM nesis
(comments are locked)
10|3000 characters needed characters left

1 answer: sort voted first

Thank you for posting the link.
This appears to work great (after ferreting out a phantom typo on my part. ;)

more ▼

answered Jan 27, 2014 at 03:06 AM

avatar image

100 7 904 22

This is a long shot but what was the typo? I can't get past the errors it's giving me : /

'vert': function return value missing semantics at line 50 (on d3d11_9x) 'frag': input parameter 'i' missing semantics at line 62 (on d3d11_9x)

 Shader "Particles/Additive Clipsafe" {
     Properties {
         _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
         _MainTex ("Particle Texture", 2D) = "white" {}
         _FadeDistance ("Fade Start Distance", float) = 0.5
     SubShader {
         Tags { "Queue" = "Transparent" }
         Blend SrcAlpha One
         AlphaTest Greater .01
         ColorMask RGB
         Lighting Off
         ZWrite Off
         Fog { Color (0,0,0,0) }
         Pass {
                 #pragma vertex vert
                 #pragma fragment frag
                 #pragma multi_compile_builtin
                 #pragma fragmentoption ARB_fog_exp2
                 #pragma fragmentoption ARB_precision_hint_fastest
                 #include "UnityCG.cginc"
                 uniform float4    _MainTex_ST,
                 uniform float _FadeDistance;
                 struct appdata_vert {
                     float4 vertex : POSITION;
                     float4 texcoord : TEXCOORD0;
                     float4 color : COLOR;
                 uniform sampler2D _MainTex;
                 struct v2f {
                     float2    uv;
                     float4 color;
                 v2f vert (appdata_vert v) {
                     v2f o;
                     PositionFog( v.vertex, o.pos, o.fog );
                     o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                     float4 viewPos = mul(glstate.matrix.modelview[0], v.vertex);
                     float alpha = (-viewPos.z - _ProjectionParams.y)/_FadeDistance;
                     alpha = min(alpha, 1);
                     o.color = float4(v.color.rgb, v.color.a*alpha);
                     o.color *= _TintColor*2;
                     return o;
                 float4 frag (v2f i) : COLOR {
                     half4 texcol = tex2D( _MainTex, i.uv );
                     return texcol*i.color;
     Fallback "Particles/Additive"

Apr 14 at 11:52 PM S37H
(comments are locked)
10|3000 characters needed characters left
Your answer
toggle preview:

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this question

By Email:

Once you sign in you will be able to subscribe for any updates here



Answers and Comments



asked: Jan 26, 2014 at 04:57 AM

Seen: 620 times

Last Updated: Apr 14 at 11:53 PM