Here’s a screenshot of my situation:
On the left, the transparent glass causes the person inside to disappear.
I’m using this shader I cobbled together from a couple others I found:
Shader "Unlit/UnlitTintTransparent" {
Properties {
_Color ("Main Color (A=Opacity)", Color) = (1,1,1,1)
_AddColor("Color Tint Add", Color) = (0,0,0,0)
_MainTex ("Base (A=Opacity)", 2D) = ""
}
Category {
Tags {"Queue"="Transparent" "IgnoreProjector"="True"}
//ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
SubShader {Pass {
GLSLPROGRAM
varying mediump vec2 uv;
#ifdef VERTEX
uniform mediump vec4 _MainTex_ST;
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
uv = gl_MultiTexCoord0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
}
#endif
#ifdef FRAGMENT
uniform lowp sampler2D _MainTex;
uniform lowp vec4 _Color;
void main() {
gl_FragColor = texture2D(_MainTex, uv) * _Color;
}
#endif
ENDGLSL
}}
SubShader
{
Pass
{
SetTexture [_MainTex]
{
ConstantColor [_AddColor]
Combine Texture + constant
}
SetTexture[_MainTex]
{
Combine texture * constant ConstantColor[_Color]
}
}
}
}
}
I don’t really know anything about writing shaders :/, so I’m kinda desperate