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Question by hypeatized · May 31, 2016 at 01:48 PM · shaderlightingshader programmingshader writingsurfaceshader

Standard Surface Shader with fade too dark

I've been trying to make a custom variant of the Stanard(Fade) shader. But I can't make it look like the default shader. What am I missing?

alt text

I want it to look like the standard shader first, then I want to customize it.

 Shader "Custom/StandardFadeWithFog" {
     Properties {
         _Color ("Color", Color) = (1,1,1,1)
         _MainTex ("Albedo (RGB)", 2D) = "white" {}
         _Glossiness("Smoothness", Range(0,1)) = 0.5
         _Metallic("Metallic", Range(0,1)) = 0.0
         _FogRamp("Fog Ramp", 2D) = "white" {}
     }
         SubShader{
             Tags{ "RenderType" = "Transparent" "Queue" = "Transparent"}
             LOD 200
 
 
             CGPROGRAM
 
         #pragma surface surf Standard fullforwardshadows alpha:fade
         #pragma target 3.0
 
 
         sampler2D _MainTex;
         sampler2D _FogRamp;
         //sampler2D _CameraDepthTexture;
 
         struct Input {
             float2 uv_MainTex;
         };
 
         half _Glossiness;
         half _Metallic;
         fixed4 _Color;
 
 
         void surf (Input IN, inout SurfaceOutputStandard o) {
             fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
             o.Albedo = c.rgb;
             o.Metallic = _Metallic;
             o.Smoothness = _Glossiness;
             o.Alpha = c.a;
 
             //float depth = Linear01Depth(tex2D(_CameraDepthTexture, IN.uv_MainTex));
             //float4 fogColor = tex2D(_FogRamp, float2(depth, 0));
             //o.Albedo = lerp(c.rgb, fogColor.rgb, fogColor.a);
             //o.Alpha = lerp(c.a, fogColor.a, fogColor.a);
 
         }
         ENDCG
     }
     FallBack "Diffuse"
 }
 

shaderprob.png (60.7 kB)
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avatar image Namey5 · Jun 01, 2016 at 09:18 AM 0
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In the normal standard shader, are you using the emission or albedo?

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