I have a shader which essentially is meant to make an animated gradient. I made a texture which is a square with an alpha gradient towards the centre. The shader reads this texture and only displays pixels which have an alpha value above _Cutout. _Cutout is edited by a script.
Shader “Unlit/RadialSprite”
{
Properties
{
_MainTex (“Texture”, 2D) = “white” {}
_Color (“Color”, Color) = 1, 1, 1, 1
_Cutout (“Cutout”, Range(0, 1)) = 0.5
}
SubShader
{
// Treat this material as transparent
Tags { “RenderType”=“Transparent” “Queue”=“Transparent” “IgnoreProjector”=“True” }
LOD 100
// Set up alpha blending
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
// Add shader variables for our material properties.
fixed4 _Color;
float _Cutout;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
// Hide any part of the image that's darker than
// the current alpha value of the particle color
col.a = saturate((col.r -_Cutout) * 10.0f);
// Replace the visible color of the image
// with the material color
col.rgb = _Color.rgb;
return col;
}
ENDCG
}
}
}
My problem is that when I put the texture on the material, the entire quad goes white, my texure doesnt appear.