AlphaSelfIllum

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Author: Bill Vinton (Sync1B)
 
==Description==
 
 
[[Image:AlphaSelfIllum.jpg|thumb|100px|Self illuminating alpha texture]]
 
[[Image:AlphaSelfIllum.jpg|thumb|100px|Self illuminating alpha texture]]
This shader is good for any object thats not affected by lighting and needs alpha.
 
  
 +
Author: Bill Vinton (Sync1B) - AlphaSelfIllum
  
==Usage==
+
Jessy - Unlit/Tinted Alpha Blend
Good for 3D UI elements.
+
  
 +
== Description ==
  
 +
This shader is good for any object which needs blending but which shouldn't be affected by lighting.
  
==ShaderLab - VegetationVertexLit.shader==
+
== Usage ==
<shaderlab>
+
 
 +
Good for 3D UI elements.
 +
 
 +
== ShaderLab - AlphaSelfIllum.shader ==
 +
 
 +
<syntaxhighlight lang="shaderlab">
 
Shader "My Shaders/AlphaSelfIllum" {
 
Shader "My Shaders/AlphaSelfIllum" {
 
Properties {
 
Properties {
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     }
 
     }
 
}
 
}
</shaderlab>
+
</syntaxhighlight>
 +
 
 +
== ShaderLab - Unlit/Tinted Alpha Blend.shader ==
 +
I think this is less complex-looking and does the same thing.  – Jessy
 +
<syntaxhighlight lang="shaderlab">Shader "My Shaders/Unlit/Tinted Alpha Blend" {
 +
 +
Properties {
 +
_Color ("Color Tint (A = Opacity)", Color) = (1,1,1,1)
 +
_MainTex ("Texture (A = Transparency)", 2D) = ""
 +
}
 +
 
 +
SubShader {
 +
Tags {Queue = Transparent}
 +
ZWrite Off
 +
Blend SrcAlpha OneMinusSrcAlpha
 +
Pass {
 +
SetTexture[_MainTex] {Combine texture * constant ConstantColor[_Color]}
 +
}
 +
}
 +
 
 +
}</syntaxhighlight>
 +
 
 +
[[Category:ShaderLab]]

Latest revision as of 23:14, 19 January 2013

Self illuminating alpha texture

Author: Bill Vinton (Sync1B) - AlphaSelfIllum

Jessy - Unlit/Tinted Alpha Blend

Contents

[edit] Description

This shader is good for any object which needs blending but which shouldn't be affected by lighting.

[edit] Usage

Good for 3D UI elements.

[edit] ShaderLab - AlphaSelfIllum.shader

Invalid language.

You need to specify a language like this: <source lang="html4strict">...</source>

Supported languages for syntax highlighting:

4cs, 6502acme, 6502kickass, 6502tasm, 68000devpac, abap, actionscript, actionscript3, ada, algol68, apache, applescript, apt_sources, asm, asp, autoconf, autohotkey, autoit, avisynth, awk, bascomavr, bash, basic4gl, bf, bibtex, blitzbasic, bnf, boo, c, c_loadrunner, c_mac, caddcl, cadlisp, cfdg, cfm, chaiscript, cil, clojure, cmake, cobol, coffeescript, cpp, cpp-qt, csharp, css, cuesheet, d, dcs, delphi, diff, div, dos, dot, e, ecmascript, eiffel, email, epc, erlang, euphoria, f1, falcon, fo, fortran, freebasic, fsharp, gambas, gdb, genero, genie, gettext, glsl, gml, gnuplot, go, groovy, gwbasic, haskell, hicest, hq9plus, html4strict, html5, icon, idl, ini, inno, intercal, io, j, java, java5, javascript, jquery, kixtart, klonec, klonecpp, latex, lb, lisp, llvm, locobasic, logtalk, lolcode, lotusformulas, lotusscript, lscript, lsl2, lua, m68k, magiksf, make, mapbasic, matlab, mirc, mmix, modula2, modula3, mpasm, mxml, mysql, newlisp, nsis, oberon2, objc, objeck, ocaml, ocaml-brief, oobas, oracle11, oracle8, oxygene, oz, pascal, pcre, per, perl, perl6, pf, php, php-brief, pic16, pike, pixelbender, pli, plsql, postgresql, povray, powerbuilder, powershell, proftpd, progress, prolog, properties, providex, purebasic, pycon, python, q, qbasic, rails, rebol, reg, robots, rpmspec, rsplus, ruby, sas, scala, scheme, scilab, sdlbasic, smalltalk, smarty, sql, systemverilog, tcl, teraterm, text, thinbasic, tsql, typoscript, unicon, uscript, vala, vb, vbnet, verilog, vhdl, vim, visualfoxpro, visualprolog, whitespace, whois, winbatch, xbasic, xml, xorg_conf, xpp, yaml, z80, zxbasic


Shader "My Shaders/AlphaSelfIllum" {
	Properties {
		_Color ("Color Tint", Color) = (1,1,1,1)
		_MainTex ("SelfIllum Color (RGB) Alpha (A)", 2D) = "white"
	}
	Category {
	   Lighting On
	   ZWrite Off
	   Cull Back
	   Blend SrcAlpha OneMinusSrcAlpha
	   Tags {Queue=Transparent}
	   SubShader {
            Material {
	           Emission [_Color]
            }
            Pass {
	           SetTexture [_MainTex] {
	                  Combine Texture * Primary, Texture * Primary
                }
            }
        } 
    }
}

[edit] ShaderLab - Unlit/Tinted Alpha Blend.shader

I think this is less complex-looking and does the same thing. – Jessy

Invalid language.

You need to specify a language like this: <source lang="html4strict">...</source>

Supported languages for syntax highlighting:

4cs, 6502acme, 6502kickass, 6502tasm, 68000devpac, abap, actionscript, actionscript3, ada, algol68, apache, applescript, apt_sources, asm, asp, autoconf, autohotkey, autoit, avisynth, awk, bascomavr, bash, basic4gl, bf, bibtex, blitzbasic, bnf, boo, c, c_loadrunner, c_mac, caddcl, cadlisp, cfdg, cfm, chaiscript, cil, clojure, cmake, cobol, coffeescript, cpp, cpp-qt, csharp, css, cuesheet, d, dcs, delphi, diff, div, dos, dot, e, ecmascript, eiffel, email, epc, erlang, euphoria, f1, falcon, fo, fortran, freebasic, fsharp, gambas, gdb, genero, genie, gettext, glsl, gml, gnuplot, go, groovy, gwbasic, haskell, hicest, hq9plus, html4strict, html5, icon, idl, ini, inno, intercal, io, j, java, java5, javascript, jquery, kixtart, klonec, klonecpp, latex, lb, lisp, llvm, locobasic, logtalk, lolcode, lotusformulas, lotusscript, lscript, lsl2, lua, m68k, magiksf, make, mapbasic, matlab, mirc, mmix, modula2, modula3, mpasm, mxml, mysql, newlisp, nsis, oberon2, objc, objeck, ocaml, ocaml-brief, oobas, oracle11, oracle8, oxygene, oz, pascal, pcre, per, perl, perl6, pf, php, php-brief, pic16, pike, pixelbender, pli, plsql, postgresql, povray, powerbuilder, powershell, proftpd, progress, prolog, properties, providex, purebasic, pycon, python, q, qbasic, rails, rebol, reg, robots, rpmspec, rsplus, ruby, sas, scala, scheme, scilab, sdlbasic, smalltalk, smarty, sql, systemverilog, tcl, teraterm, text, thinbasic, tsql, typoscript, unicon, uscript, vala, vb, vbnet, verilog, vhdl, vim, visualfoxpro, visualprolog, whitespace, whois, winbatch, xbasic, xml, xorg_conf, xpp, yaml, z80, zxbasic


Shader "My Shaders/Unlit/Tinted Alpha Blend" {
	
Properties {
	_Color ("Color Tint (A = Opacity)", Color) = (1,1,1,1)
	_MainTex ("Texture (A = Transparency)", 2D) = ""
}

SubShader {
	Tags {Queue = Transparent}
	ZWrite Off
	Blend SrcAlpha OneMinusSrcAlpha
	Pass {
		SetTexture[_MainTex] {Combine texture * constant ConstantColor[_Color]}
	}
}

}
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