I have 2 shaders that do the same, which is nothing… just pass the color.
As a fragment shader
Shader "EffectBakers/FogBaker"
{
Properties
{
[PerRendererData] _MainTex ("Color (RGB) Alpha (A)", 2D) = "black" {}
[MaterialToggle] PixelSnap( "Pixel snap", Float) = 0
[HideInInspector]_FogTexture( "Fog Ramp Texture", 2D) = "black" { }
[HideInInspector]_01FogDepthVerticals( "Linear Depth 01 And Verticals", Vector) = (0.0, 0.0, 0.0, 0.0)
[HideInInspector]_IsWarm( "Warm texture or Cold texture", Range(0,1)) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile DUMMY PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = tex2D(_MainTex, IN.texcoord);
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
And as a surface Shader:
Shader "EffectBakers/FogBaker"
{
Properties
{
_MainTex ("Color (RGB) Alpha (A)", 2D) = "white" {}
_Color("Tint", Color) = (1, 1, 1, 1)
[MaterialToggle] PixelSnap( "Pixel snap", Float) = 0
[HideInInspector]_FogTexture( "Fog Ramp Texture", 2D) = "black" { }
[HideInInspector]_01FogDepthVerticals( "Linear Depth 01 And Verticals", Vector) = (0.0, 0.0, 0.0, 0.0)
[HideInInspector]_IsWarm( "Warm texture or Cold texture", Range(0,1)) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend One OneMinusSrcAlpha
CGPROGRAM
#pragma surface surf Lambert vertex:vert nofog keepalpha
#pragma target 3.0
#pragma multi_compile _PIXELSNAP_ON
sampler2D _MainTex;
fixed4 _Color;
struct Input
{
float2 uv_MainTex ;
float3 worldPos;
} ;
void vert( inout appdata_full v, out Input o )
{
#if defined( PIXELSNAP_ON )
v.vertex = UnityPixelSnap(v_.vertex);
#endif
UNITY_INITIALIZE_OUTPUT(Input, o);
o.worldPos = mul( _Object2World, v.vertex );
}
sampler2D _FogTexture;
fixed4 _01FogDepthVerticals;
int _IsWarm;
void surf(Input i, inout SurfaceOutput o)
{
fixed4 color = tex2D( _MainTex, i.uv_MainTex );
o.Albedo = color.rgb * color.a;
o.Alpha = color.a;
}
ENDCG
}
FallBack "Transparent/Cutout/VertexLit"
}
why the fragment shader displays the sprite with alpha channel and no problems, but the surface one shows the transparency as black and everything is opaque?
Thanks for the help.