Hello, I have a problem with my shader on a Particle System.
I am trying to create a smoke effect in my game using a Particle System.
However the particles were semi-transparent creating a messy unwanted effect when overlapping.
I wanted the particles to make one homogeneous smoke mass without additive blending.
I found two sources dealing with this issue and both solved this problem.
https://mispy.me/unity-alpha-blending-overlap/
https://gamedev.stackexchange.com/questions/158128/how-to-write-a-transparent-shader-for-a-sprite-that-ignores-transparent-sprites
I learned about Stencil buffers and both shaders in those sources made them look correct.
Now the issue arises when the particles are not on the same sorting layer and even then, there is some odd tomfoolery afoot.
This is what happens when the two Particle Systems overlap.
The distant smoke pillar on the sorting layer behind the first one culls the one in front, but only the “light” part of the distant smoke does it.
Now when i put the smaller distant smoke Two layers behind the bigger one.
That’s when the entirety of the smoke becomes a mask of some sort for the other pillar.
This is the two smoke pillars on the same sorting layer with the smaller smoke pillar in front of the bigger one.
Despite being behind the bigger one, its rendered on top.
I only learned about Stencil buffers and Custom Shader Creation yesterday so don’t really understand the entirety of those shaders.
This is the shader that I use:
Shader "Unlit/AlphaBlend"
{
Properties
{
_MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Int) = 3
_Stencil("Stencil ID", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilOp("Stencil Operation", Int) = 3 _StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
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;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = v.texcoord;
OUT.color = v.color * _Color;
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}
If anyone could help me with this, I would greatly appreciate it.
Thank you.