The idea is that the alpha is supposed to approach 0 as a part of the terrain reaches 0 on the Y axis. Unfortunately, it’s just black.
Shader code: Shader "Unlit/unlit"{ Properties { _MainTex ("Texture", 2D) = "white" { - Pastebin.com
The idea is that the alpha is supposed to approach 0 as a part of the terrain reaches 0 on the Y axis. Unfortunately, it’s just black.
Hi,
when you are under 0 your alpha will be negative. You can clamp it between 0 and 1 to have your effect. Your shader give that :
Shader "Unlit/unlit"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" "IgnoreProjector"="True"}
LOD 100
ZWrite off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#pragma enable_d3d11_debug_symbols
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 worldPos : TEXCOORD1;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
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
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
if (i.worldPos.y > 1.0) {
col.a = 1.0;
}
else {
col.a = i.worldPos.y;
}
// clamp col.a to avoid negative value
col.a = clamp (col.a,0,1);
return col;
}
ENDCG
}
}
}
And you don’t need the alpha pragma in vertex fragment, it’s for surface shader.
Thanks a ton, man.