Hi,
I’m trying to reach something similar to the Unity’s hierarchy gray-scale search feature using Material.Lerp() to lerp between 2 materials, Material1 and Material2. Both materials have same textures but different shaders. Material1 uses the Standard shader and Material2 uses ‘GrayScale’ shader that turns the colors(without loosing textures) to gray-scale.
When I use Material.Lerp() function it doesn’t work! As I understand from the documentation that in order this function to work, I should use the same textures on both materials witch I do.
I went though all the precess of learning shader scripting to be able to solve this!
I created a custom shader that is very similar to the standard shader.
When I use the custom shader on Material1 and the grey-scale shader on Material2 the Material.Lerp() works but it lerps from the color on Material1 to the color on Material2 overriding the gray-scale effect. I could not understand how it does this.
I suppose that Material.Lerp() should lerp to the color that is provided by the shdader (the gray-scalse shader). in other words, the gray-scaled color, but it’s not.
Why it does that and why it doesn’t work with the standard shader but works on my custom shader?
Here’s all custom shaders I use
GrayScale.shader
Shader "Custom/GrayScale" {
Properties{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
}
SubShader{
Tags{ "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf(Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
//o.Albedo = c.rgb;
o.Albedo = (c.r + c.g + c.b)/2;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
And this is the custom shader I created
Shader "Custom/1"
{
Properties
{
_Color ("Color Tint", Color) = (1,1,1,1)
_SpecColor("Specular Color", Color) = (1,1,1,1)
_Shininess("Speq Power", Range(-1,10)) = 0.5
_MainTex("Main Texture", 2D) = "white"{}
_BumpMap("Normal Map", 2D) = "bump"{}
_RimColor("Rim Color", Color) = (1,1,1,1)
_RimPower("Rim Power", Range(0.0, 10.0)) = 3.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf BlinnPhong
struct Input
{
float4 color : COLOR;
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
};
sampler2D _MainTex;
sampler2D _BumpMap;
float4 _Color;
float4 _RimColor;
float _RimPower;
float _Shininess;
void surf(Input IN, inout SurfaceOutput o)
{
//Handle texture
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
float3 bump = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
//Apply normal map
o.Normal = bump.rgb;
//Apply diffuse texture
o.Albedo = tex.rgb * _Color.rgb;
//Specular
o.Specular = _Shininess;
o.Gloss = tex.a;
//Rim lights
half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow(rim, _RimPower);
}
ENDCG
}
FallBack "Diffuse"
}
Any help is much appreciated.