Hello,
I have this shader that does not support alpha map.
How can I modify it so I can adjust the alpha channel so as to be transparent?
Thanks!
Shader "-smn-/GlowingBorder" {
Properties {
_ColorTint("ColorTint", Color) = (1,1,1,1)
_MainTex("Main Texture", 2D) = "white" {}
_BumpMap("Normal Map", 2D) = "bump" {}
_RimColorOuter("Rim Color Outer", Color) = (1,1,1,1)
_RimColorInner("Rim Color Inner", Color) = (1,1,1,1)
_RimPowerOuter("Rim Power Outer", Range(0.0, 7.0)) = 3.0
_RimPowerInner("Rim Power Inner", Range(0.0, 20.0)) = 3.0
}
SubShader {
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf Lambert
struct Input {
float4 color : COLOR;
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
};
float4 _ColorTint;
sampler2D _MainTex;
sampler2D _BumpMap;
float4 _RimColorOuter;
float4 _RimColorInner;
float _RimPowerOuter;
float _RimPowerInner;
void surf (Input IN, inout SurfaceOutput o) {
IN.color = _ColorTint;
o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * IN.color;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
half rimOuter = 1.0 -saturate(dot(normalize(IN.viewDir), o.Normal));
half rimInner = saturate(dot(normalize(IN.viewDir), o.Normal));
o.Emission = (_RimColorOuter.rgb * pow(rimOuter, _RimPowerOuter)) + (_RimColorInner.rgb * pow(rimInner, _RimPowerInner)) ;
}
ENDCG
}
FallBack "Diffuse"
}
Three steps:
- Add objects rendered with this shader to the Transparent queue by adding “Queue”=“Transparent” to the subshader’s Tags list.
- Add “alpha” to the surface function declaration, after the lighting function declaration, so the line becomes “#pragma surface surf Lambert alpha”
- Actually set the alpha to something in the surface function, i.e. set o.Alpha = whatever you want.
I have done these modifications and used the _ColorTint’s alpha channel in the example. Then the shader becomes this:
Shader "-smn-/GlowingBorder" {
Properties {
_ColorTint("ColorTint", Color) = (1,1,1,1)
_MainTex("Main Texture", 2D) = "white" {}
_BumpMap("Normal Map", 2D) = "bump" {}
_RimColorOuter("Rim Color Outer", Color) = (1,1,1,1)
_RimColorInner("Rim Color Inner", Color) = (1,1,1,1)
_RimPowerOuter("Rim Power Outer", Range(0.0, 7.0)) = 3.0
_RimPowerInner("Rim Power Inner", Range(0.0, 20.0)) = 3.0
}
SubShader {
Tags { "Queue"="Transparent" "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf Lambert alpha
struct Input {
float4 color : COLOR;
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
};
float4 _ColorTint;
sampler2D _MainTex;
sampler2D _BumpMap;
float4 _RimColorOuter;
float4 _RimColorInner;
float _RimPowerOuter;
float _RimPowerInner;
void surf (Input IN, inout SurfaceOutput o) {
IN.color = _ColorTint;
o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * IN.color;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
o.Alpha = _ColorTint.a; // For example. Could also be the alpha channel on the interpolated vertex color (IN.color.a), or the one from the texture.
half rimOuter = 1.0 -saturate(dot(normalize(IN.viewDir), o.Normal));
half rimInner = saturate(dot(normalize(IN.viewDir), o.Normal));
o.Emission = (_RimColorOuter.rgb * pow(rimOuter, _RimPowerOuter)) + (_RimColorInner.rgb * pow(rimInner, _RimPowerInner)) ;
}
ENDCG
}
FallBack "Diffuse"
}
about week now trying to add some alpha to this shade
any idea
Shader "Custom/Stancel Object" {
Properties {
_Color ("Color", Color) = (1,1,1,0)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
LOD 200
Stencil{
Ref 1
Comp NotEqual
}
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
#pragma surface surf Lambert alpha
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a ;
}
ENDCG
}
FallBack "Diffuse"
}