I’m starting practicing shaders, and I have this shader that suppose to just have gradient color, base on x position. But the alpha doesn’t seem to affect:
` Shader “Custom/GradShader” {
Properties {
_Color (“Color”, Color) = (1,1,1,1)
_MainTex (“Main Texture”, 2D) = “white” {}
}
SubShader{
pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
uniform half4 _Color;
uniform sampler2D _MainTex;
struct vertexInput {
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
struct vertexOutput
{
float4 pos : SV_POSITION;
float4 texcoord : TEXCOORD0;
};
vertexOutput vert(vertexInput v)
{
vertexOutput o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = v.texcoord;
return o;
}
half4 frag(vertexOutput vo) : COLOR
{
float4 col = tex2D(_MainTex, vo.texcoord) * _Color;
col.a = vo.texcoord.x;
return col;
}
ENDCG
}
}
//FallBack "Diffuse"
}`
(sorry about the looks, I couldn’t seem to have new line in that :/… looks good in edit mode)
what is wrong here?