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Question by theness_ · Jun 02, 2016 at 04:00 PM · shadershadersshader programmingshaderlabshader writing

Surface shader changing z value

Hello,

I want to make a surface shader and give bonus to its z values, eg make the illusion that its closer to the camera when doing ztest. For example, if 2 meshes are right onto each other, I want the mesh with my shader to hide the other mesh, because it has extra Z. If however its too far behind, it will be rendered behind.

I tried dding Offset attribute but it just doesn't work (not sure why) and it seems like its impossible to mix vertex shader with surface shader so I can't add a bonus to the output Z.

So how can I get the effect I want? Is it even possible?

Here's my shader (copied from Sprite/Diffuse of Unity) :

 Shader "Custom/SpriteShaderLights" 
 {
         Properties
         {
             [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
             _Color("Tint", Color) = (1,1,1,1)
             [MaterialToggle] PixelSnap("Pixel snap", Float) = 0
         }
 
         SubShader
         {
             Tags
             {
                 "Queue" = "Transparent"
                 "IgnoreProjector" = "True"
                 "RenderType" = "Transparent"
                 "PreviewType" = "Plane"
                 "CanUseSpriteAtlas" = "True"
             }
 
             Cull Off
             Lighting Off
             ZWrite Off
             Blend One OneMinusSrcAlpha
             Offset -10, -10        // <-- DOESN'T WORK, NO MATTER WHAT VALUES I GIVE.
 
             CGPROGRAM
 #pragma surface surf Lambert vertex:vert nofog keepalpha
 #pragma multi_compile _ PIXELSNAP_ON
 #pragma shader_feature ETC1_EXTERNAL_ALPHA
 
         sampler2D _MainTex;
         fixed4 _Color;
         sampler2D _AlphaTex;
 
         struct Input
         {
             float2 uv_MainTex;
             fixed4 color;
         };
 
         void vert(inout appdata_full v, out Input o)
         {
 #if defined(PIXELSNAP_ON)
             v.vertex = UnityPixelSnap(v.vertex);
 #endif
             UNITY_INITIALIZE_OUTPUT(Input, o);
             o.color = v.color * _Color;
         }
 
         fixed4 SampleSpriteTexture(float2 uv)
         {
             fixed4 color = tex2D(_MainTex, uv);
 
 #if ETC1_EXTERNAL_ALPHA
             color.a = tex2D(_AlphaTex, uv).r;
 #endif //ETC1_EXTERNAL_ALPHA
 
             return color;
         }
 
         void surf(Input IN, inout SurfaceOutput o)
         {
             fixed4 c = SampleSpriteTexture(IN.uv_MainTex) * IN.color;
             o.Albedo = c.rgb * c.a;
             o.Alpha = c.a;
         }
         ENDCG
         }
 
             Fallback "Transparent/VertexLit"
     }
 
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avatar image tanoshimi · Jun 02, 2016 at 04:29 PM 0
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Offset is designed to solve the situation you describe (although I thought it only accepted values in the (-1, 1) range). To be clear, you're only applying this shader to one of your overlapping surfaces, right? (If you pull them both closer to camera, obviously they'll still z-fight). Otherwise, if you really can't adjust the z values of the vertices, you'll have to render the objects in different sorting layers/ render queues.

avatar image theness_ tanoshimi · Jun 03, 2016 at 08:21 AM 0
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@tanoshimi I'm testing object with this shader against object without it, to offset should work.

avatar image insominx · Jun 02, 2016 at 05:05 PM 0
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Actually, you can still add a vertex shader when using surface shaders. You need to use a custom modifier function. See here: Unity Docs

For an example of using it, look for Normal Extrusion with Vertex $$anonymous$$odifier here: Docs

avatar image theness_ insominx · Jun 03, 2016 at 08:22 AM 0
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@insominx didn't notice this option, looks like a possible solution. I'll try it, thanks!

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