AlphaVertexLitZ
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Derick Wiebe (Talk | contribs) m (An addition to expand the code) |
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Author: [[User:NeARAZ|Aras Pranckevicius]]. | Author: [[User:NeARAZ|Aras Pranckevicius]]. | ||
+ | |||
+ | Modification: [[User:Derick Wiebe|Derick Wiebe]]. | ||
==Description== | ==Description== | ||
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== Shader == | == Shader == | ||
− | < | + | <source lang="text"> |
Shader "Transparent/VertexLit with Z" { | Shader "Transparent/VertexLit with Z" { | ||
Properties { | Properties { | ||
Line 42: | Line 44: | ||
} | } | ||
} | } | ||
− | </ | + | </source> |
+ | |||
+ | |||
+ | The below is a modification so that you can get more customization. It shouldn't be much more expensive than the above: | ||
+ | |||
+ | == Shader 2.0 == | ||
+ | |||
+ | <source lang="text"> | ||
+ | Shader "Transparent/VertexLit with Z" { | ||
+ | Properties { | ||
+ | _Color ("Main Color", Color) = (1,1,1,1) | ||
+ | _SpecColor ("Spec Color", Color) = (1,1,1,0) | ||
+ | _Emission ("Emissive Color", Color) = (0,0,0,0) | ||
+ | _Shininess ("Shininess", Range (0.1, 1)) = 0.7 | ||
+ | _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} | ||
+ | } | ||
+ | |||
+ | SubShader { | ||
+ | Tags {"RenderType"="Transparent" "Queue"="Transparent"} | ||
+ | // Render into depth buffer only | ||
+ | Pass { | ||
+ | ColorMask 0 | ||
+ | } | ||
+ | // Render normally | ||
+ | Pass { | ||
+ | ZWrite Off | ||
+ | Blend SrcAlpha OneMinusSrcAlpha | ||
+ | ColorMask RGB | ||
+ | Material { | ||
+ | Diffuse [_Color] | ||
+ | Ambient [_Color] | ||
+ | Shininess [_Shininess] | ||
+ | Specular [_SpecColor] | ||
+ | Emission [_Emission] | ||
+ | } | ||
+ | Lighting On | ||
+ | SetTexture [_MainTex] { | ||
+ | Combine texture * primary DOUBLE, texture * primary | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | </source> |
Latest revision as of 00:14, 2 June 2013
Author: Aras Pranckevicius.
Modification: Derick Wiebe.
[edit] Description
Built-in Transparent shaders do not write to depth buffer, hence an object is x-ray like transparent - you can see object's parts which are behind other parts. If you want to fade the object as a whole, this shader can help. See the image on the right.
The shader should work about everywhere (probably even on iPhone). It does render object in two passes though, so it's twice as expensive as regular VertexLit.
[edit] Shader
Shader "Transparent/VertexLit with Z" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} } SubShader { Tags {"RenderType"="Transparent" "Queue"="Transparent"} // Render into depth buffer only Pass { ColorMask 0 } // Render normally Pass { ZWrite Off Blend SrcAlpha OneMinusSrcAlpha ColorMask RGB Material { Diffuse [_Color] Ambient [_Color] } Lighting On SetTexture [_MainTex] { Combine texture * primary DOUBLE, texture * primary } } } }
The below is a modification so that you can get more customization. It shouldn't be much more expensive than the above:
[edit] Shader 2.0
Shader "Transparent/VertexLit with Z" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Spec Color", Color) = (1,1,1,0) _Emission ("Emissive Color", Color) = (0,0,0,0) _Shininess ("Shininess", Range (0.1, 1)) = 0.7 _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} } SubShader { Tags {"RenderType"="Transparent" "Queue"="Transparent"} // Render into depth buffer only Pass { ColorMask 0 } // Render normally Pass { ZWrite Off Blend SrcAlpha OneMinusSrcAlpha ColorMask RGB Material { Diffuse [_Color] Ambient [_Color] Shininess [_Shininess] Specular [_SpecColor] Emission [_Emission] } Lighting On SetTexture [_MainTex] { Combine texture * primary DOUBLE, texture * primary } } } }