Add contrast to projector/light? OR add fade in/out to projector/multiply


I am trying to integrate fading in/out with the projector/multiply shader. I’ve seen a few shader examples around, but none seem to work. Using the projector/light, the alpha can be changed but the image from a projector/light shader has weak contrast. When using the projector/light the blacks of my projected image are grey.

Thank you,

Figured it out. Here is my shader code below if someone else runs into a similar problem

Shader "Projector/MultiplyAlpha" {
	Properties {
		_ShadowTex ("Cookie", 2D) = "gray" {}
		_Alpha ("Alpha", Range (0, 1.0)) = 0.5
	Subshader {
		Tags {"Queue"="Transparent"}
		Pass {
			ZWrite Off
			ColorMask RGB
			Blend DstColor Zero
			Offset -1, -1

			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_fog
			#include "UnityCG.cginc"
			struct v2f {
				float4 uvShadow : TEXCOORD0;
				float4 uvFalloff : TEXCOORD1;
				float4 pos : SV_POSITION;
			float4x4 unity_Projector;
			float4x4 unity_ProjectorClip;
			v2f vert (float4 vertex : POSITION)
				v2f o;
				o.pos = UnityObjectToClipPos(vertex);
				o.uvShadow = mul (unity_Projector, vertex);
				o.uvFalloff = mul (unity_ProjectorClip, vertex);
				return o;
			sampler2D _ShadowTex;
			float _Alpha;
			fixed4 frag (v2f i) : SV_Target
				fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
				texS.a = 1.0-texS.a;

				fixed4 res = lerp(fixed4(1,1,1,0), texS, _Alpha);

				UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(1,1,1,1));
				return res;