How do i properly layer textures in unity using fragment shaders?
In photoshop

Right now what i do in the shader is lerp the BG,TOP, using TOP ALPHA as T. But the result is not the same when i put the BG on sprite and the TOP in other sprite at top (what im trying to achieve).
Any ideas how to do this in a shader? can i print the BF in one pass and the TOP in another pass?
Help!
1 Like
ok i did it with 2 pass.
Using the lerp technique always gave some small artifacts (black borders).
now im layering like this.
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
fixed4 frag (v2f_img i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex2;
fixed4 frag (v2f_img i) : SV_Target
{
fixed4 col = tex2D(_MainTex2, i.uv);
return col;
}
ENDCG
}
}
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