Cg semitransparent colors based on alpha
2015-10-16 20:06
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Shader "Custom/Cg semitransparent colors based on alpha" { Properties { _MainTex ("RGBA Texture Image", 2D) = "white" {} } SubShader { Tags {"Queue" = "Transparent"} Pass { Cull Front // first render the back faces ZWrite Off // don't write to depth buffer // in order not to occlude other objects Blend SrcAlpha OneMinusSrcAlpha // blend based on the fragment's alpha value CGPROGRAM #pragma vertex vert #pragma fragment frag uniform sampler2D _MainTex; uniform float _Cutoff; struct vertexInput { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; }; struct vertexOutput { float4 pos : SV_POSITION; float4 tex : TEXCOORD0; }; vertexOutput vert(vertexInput input) { vertexOutput output; output.tex = input.texcoord; output.pos = mul(UNITY_MATRIX_MVP, input.vertex); return output; } float4 frag(vertexOutput input) : COLOR { float4 color = tex2D(_MainTex, input.tex.xy); if (color.a > 0.5) // opaque back face? { color = float4(0.0, 0.0, 0.2, 1.0); // opaque dark blue } else // transparent back face? { color = float4(0.0, 0.0, 1.0, 0.3); // semitransparent green } return color; } ENDCG } Pass { Cull Back // now render the front faces ZWrite Off // don't write to depth buffer // in order not to occlude other objects Blend SrcAlpha OneMinusSrcAlpha // blend based on the fragment's alpha value CGPROGRAM #pragma vertex vert #pragma fragment frag uniform sampler2D _MainTex; uniform float _Cutoff; struct vertexInput { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; }; struct vertexOutput { float4 pos : SV_POSITION; float4 tex : TEXCOORD0; }; vertexOutput vert(vertexInput input) { vertexOutput output; output.tex = input.texcoord; output.pos = mul(UNITY_MATRIX_MVP, input.vertex); return output; } float4 frag(vertexOutput input) : COLOR { float4 color = tex2D(_MainTex, input.tex.xy); if (color.a > 0.5) // opaque front face? { color = float4(0.0, 1.0, 0.0, 1.0); // opaque green } else // transparent front face { color = float4(0.0, 0.0, 1.0, 0.3); // semitransparent dark blue } return color; } ENDCG } } Fallback "Unlit/Transparent" }
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