Hello,
I’m new to writing shaders.
I’m having an issue getting alpha to work. Seems alpha is being ignored, though it doesn’t cause a compile error. Am I missing a tag or something?
Shader "Custom/mat test"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_BlendTex("Alpha Texture", 2D) = "white" {}
_blendValue("Blend Value", Range(0,1)) = 0.5
}
SubShader
{
Tags {"RenderType"="Transparent" "Queue"="Transparent"}
ColorMask RGBA
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BlendTex;
float4 _BlendTex_ST;
float _blendValue;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = lerp(tex2D(_MainTex, i.uv), tex2D(_BlendTex, i.uv), _blendValue);
fixed4 alpha = tex2D(_BlendTex, i.uv);
float a = max(alpha.r, max(alpha.g, alpha.b));
col.r = 1; // This works (just a test)
col.a = 0.5; // THIS DON'T DO ANYTHING...
// apply fog
//UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
