I am trying to have the sprites affected by fog.
I checked this solution .
But the Sprites-Default.shader has been completely changed in Unity 5.6.
Can anyone help me?
Here is the code for the Sprites-Default.shader:
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Sprites/Default"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[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
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex SpriteVert
#pragma fragment SpriteFrag
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnitySprites.cginc"
ENDCG
}
}
}
jjbish
April 25, 2017, 12:09am
2
I Recently Solved This Problem. Here is My Sprites-Diffuse Shader
Shader "Sprites/Sprite-Diffuse"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel Snap", Float) = 1
[PerRendererData] _AlphaTex("External Alpha", 2D) = "white" {}
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
}
SubShader
{
Tags{"Queue"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True"}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
//Pass
//{
CGPROGRAM
#pragma surface surf Lambert vertex:vert nolightmap nodynlightmap keepalpha noinstancing
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
//#pragma multi_compile_fog
//#include "UnityCG.cginc"
#include "Includes/Sprites.cginc"
struct Input
{
float2 uv_MainTex;
fixed4 color;
};
void vert (inout appdata_full v, out Input o)
{
#if defined(PIXELSNAP_ON)
v.vertex = UnityPixelSnap(v.vertex);
#endif
// So Output doesnt have to be initialized?? - Does NOTHING?
UNITY_INITIALIZE_OUTPUT(Input, o);
o.color = v.color * _Color;
}
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"
}
And I modified the “UnitySprites.cginc” include file as well which is called “Sprites.cginc” in the shader above. The modified include file is as follows:
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
#ifndef UNITY_SPRITES_INCLUDED
#define UNITY_SPRITES_INCLUDED
#include "UnityCG.cginc"
#ifdef UNITY_INSTANCING_ENABLED
UNITY_INSTANCING_CBUFFER_START(PerDrawSprite)
// SpriteRenderer.Color while Non-Batched/Instanced.
fixed4 unity_SpriteRendererColorArray[UNITY_INSTANCED_ARRAY_SIZE];
// this could be smaller but that's how bit each entry is regardless of type
float4 unity_SpriteFlipArray[UNITY_INSTANCED_ARRAY_SIZE];
UNITY_INSTANCING_CBUFFER_END
#define _RendererColor unity_SpriteRendererColorArray[unity_InstanceID]
#define _Flip unity_SpriteFlipArray[unity_InstanceID]
#endif // instancing
CBUFFER_START(UnityPerDrawSprite)
#ifndef UNITY_INSTANCING_ENABLED
fixed4 _RendererColor;
float4 _Flip;
#endif
float _EnableExternalAlpha;
CBUFFER_END
// Material Color.
fixed4 _Color;
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
UNITY_VERTEX_OUTPUT_STEREO
};
v2f SpriteVert(appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID (IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
#ifdef UNITY_INSTANCING_ENABLED
IN.vertex.xy *= _Flip.xy;
#endif
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color * _RendererColor;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
UNITY_TRANSFER_FOG(OUT, OUT.vertex);
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
fixed4 SampleSpriteTexture (float2 uv)
{
fixed4 color = tex2D (_MainTex, uv);
#if ETC1_EXTERNAL_ALPHA
fixed4 alpha = tex2D (_AlphaTex, uv);
color.a = lerp (color.a, alpha.r, _EnableExternalAlpha);
#endif
return color;
}
fixed4 SpriteFrag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
c.rgb *= c.a;
UNITY_APPLY_FOG(IN.fogCoord, c);
return c;
}
#endif // UNITY_SPRITES_INCLUDED
Hope this Helps.