Hi folks,
Well, I’m trying to write a shader that I can use with render To texture and I’m facing a weird problem.
With this code, the alpha layer of the scene shows the alpha of the texture :
Shader "TestGUI" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Diffuse", 2D) = "white" {}
_RimPower ("Rim Power", Range(0.1,3.0)) = 3.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
float4 _Color;
float _RimPower;
struct Input {
float2 uv_MainTex;
float3 viewDir;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "VertexLit"
}
And with this code ( simply 1 line added, which doesn’t interfere with the result), I obtain a totally opaque alpha :
Shader "TestGUI" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Diffuse", 2D) = "white" {}
_RimPower ("Rim Power", Range(0.1,3.0)) = 3.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
float4 _Color;
float _RimPower;
struct Input {
float2 uv_MainTex;
float3 viewDir;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), IN.Normal));
}
ENDCG
}
Fallback "VertexLit"
}
I really don’t understand how the alpha layer works…