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Question by Bongmo · Dec 05, 2015 at 01:04 PM · shadermaterialalpha

Shader alpha depth problem?

I have this shader for a mobile game:

 Shader "Unlit/Transparent" {
  
 Properties {
     _Color ("Main Color (A=Opacity)", Color) = (1,1,1,1)
     _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] {Combine texture * constant ConstantColor[_Color]}
     }}
 }
  
 }
 

My problem is, that I want it like image 3. Now it looks like image 2 : alt text

How can I do it like image 3? The shader alpha must be changeable.

u-1.png (36.8 kB)
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Answer by helarts · Dec 05, 2015 at 03:31 PM

You can try with the Stencil Buffer, add this line 12, it seems to work:

 Stencil {
     Ref 1
     Comp Greater
     Pass  IncrSat
 }

alt text

Note that Stencil buffer is used to compute lighting on opaque objects in deferred rendering, so you may want to clear the buffer with Camera.clearStencilAfterLightingPass if you are not using Forward Rendering Path.

More about Stencil Buffer: http://docs.unity3d.com/Manual/SL-Stencil.html


screenshot-2015-12-05-16-17-41.jpg (8.2 kB)
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