Hey!
I’m making a 2D game that requires light. I created torches that use point lights and a sprites/diffuse shader for all the sprites’ material.
… Or the USED to use a diffuse shader. The problem with this system is that if two lights are near each other, their intensities COMBINE. The resulting super-bright light washed out all the features of my objects! So I made this new shader:
Code (CSharp):
Shader "Sprites/No-Overlap-Diffuse"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
[HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1)
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
BlendOp Max
CGPROGRAM
#pragma surface surf Lambert vertex:vert nofog nolightmap nodynlightmap keepalpha noinstancing
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnitySprites.cginc"
struct Input
{
float2 uv_MainTex;
fixed4 color;
};
void vert (inout appdata_full v, out Input o)
{
v.vertex = UnityFlipSprite(v.vertex, _Flip);
UNITY_INITIALIZE_OUTPUT(Input, o);
o.color = v.color * _Color * _RendererColor;
}
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = SampleSpriteTexture (IN.uv_MainTex) * IN.color;
o.Albedo = c.rgb * c.a;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Transparent/VertexLit"
}
This heavily borrows from the actual sprites/diffuse source code I got from the Unity Archives. The only caveat is that I added the BlendOp max command.
While this did get rid of the overlapping lights problem (=D), it added a NEW problem, which is that it turns all my sprites into GHOSTS! Every pixel on the object gets an opacity directly related to how dark the pixel is: The color white is perfectly solid, but black is completely transparent, while everything else falls somewhere in between.
What is happening!?