Hi everyone, I’m a total noob in the shader department. I’m curious if transparency can be added to this shader? If so how would I go about writing it in?
Shader "Toon/Reflect Outline" {
Properties {
_Color ("Main Color", Color) = (0.5,0.5,0.5,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_Outline ("Outline width", Range (.002, 0.03)) = .005
_MainTex ("Base (RGB)", 2D) = "white" {}
_SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,1)
_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
_ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
_Cube ("Reflection Cubemap", Cube) = "" { TexGen CubeReflect }
_BumpMap ("Normalmap", 2D) = "bump" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
UsePass "Reflective/Bumped Specular/FORWARD"
UsePass "Toon/Basic Outline/OUTLINE"
}
Fallback "Toon/Lighted"
}
I got this from an older thread here:
http://forum.unity3d.com/threads/81529-How-do-I-make-a-quot-Reflective-Specular-Outline-quot-(Urgent!)?p=994412&posted=1#post994412
Thanks for any help.
Jeffom
August 2, 2012, 2:55pm
2
I’m no shader expert myself, but i think you only need to adjust the alpha when setting the surface tex.
DBar
November 7, 2012, 7:09pm
3
Hello, it seems we need help from a pro shader guy, im trying to take transparency out of this one…any help will save my ass.
// - Unlit
// - Scroll 2 layers /w Multiplicative op
Shader "MADFINGER/Environment/Scroll 2 Layers Multiplicative - Skybox" {
Properties {
_MainTex ("Base layer (RGB)", 2D) = "white" {}
_DetailTex ("2nd layer (RGB)", 2D) = "white" {}
_ScrollX ("Base layer Scroll speed X", Float) = 1.0
_ScrollY ("Base layer Scroll speed Y", Float) = 0.0
_Scroll2X ("2nd layer Scroll speed X", Float) = 1.0
_Scroll2Y ("2nd layer Scroll speed Y", Float) = 0.0
_AMultiplier ("Layer Multiplier", Float) = 0.5
}
SubShader {
Tags { "Queue"="Geometry+10" "RenderType"="Opaque" }
Lighting Off Fog { Mode Off }
ZWrite Off
LOD 100
CGINCLUDE
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _DetailTex;
float4 _MainTex_ST;
float4 _DetailTex_ST;
float _ScrollX;
float _ScrollY;
float _Scroll2X;
float _Scroll2Y;
float _AMultiplier;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
fixed4 color : TEXCOORD2;
};
v2f vert (appdata_full v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord.xy,_MainTex) + frac(float2(_ScrollX, _ScrollY) * _Time);
o.uv2 = TRANSFORM_TEX(v.texcoord.xy,_DetailTex) + frac(float2(_Scroll2X, _Scroll2Y) * _Time);
o.color = fixed4(_AMultiplier, _AMultiplier, _AMultiplier, _AMultiplier);
return o;
}
ENDCG
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
fixed4 frag (v2f i) : COLOR
{
fixed4 o;
fixed4 tex = tex2D (_MainTex, i.uv);
fixed4 tex2 = tex2D (_DetailTex, i.uv2);
o = (tex * tex2) * i.color;
return o;
}
ENDCG
}
}
}