• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
1
Question by hangarter · Feb 13, 2017 at 06:48 PM · shaderlab

3d Text Shader receives shadow only on editor

I've made after some work this shader that receives shadows (for 3d text). In the editor it works well but when I build and run the stand-alone player it doesn't do the cut-alpha thing anymore and the text becomes a square of same color. I'm using the player for the Windows PC version and I can't figure out what's wrong.

Does anyone know what could be causing this?

On Editor: alt text

On Player: alt text

This is my shader (it's a modified version from Unity 3d manual):

Edit: Please ignore that there are two lighting functions, they are there because of the tests I was running before reaching this result.

 Shader "Example/3D Font Shader" {
     Properties{
         //_MainTex("Main Texture", 2D) = "white" {}
         _FontTex("Font Texture", 2D) = "white" {}
         //_Color("Text Color", Color) = (1,1,1,1)
     }
     SubShader
     {
         CGPROGRAM
         //sampler2D _MainTex;
         sampler2D _FontTex;
         half4 _Color;
         #pragma surface surf SimpleLambert alphatest:_Cutoff        
 
         half4 LightingWrapLambert(SurfaceOutput s, half3 lightDir, half atten) {
             half NdotL = dot(s.Normal, lightDir);
             half diff = NdotL * 0.5 + 0.5;
             half4 c;
             c.rgb = s.Albedo * _LightColor0.rgb * (diff * atten);
             c.a = s.Alpha;
             return c;
         }
 
         half4 LightingSimpleLambert(SurfaceOutput s, half3 lightDir, half atten) {
             half NdotL = dot(s.Normal, lightDir);
             half4 c;
             c.rgb = s.Albedo * _LightColor0.rgb * ((NdotL + 1) * atten);
             c.a = s.Alpha;
             return c;
         }
 
         struct Input
         {
             //float2 uv_MainTex;
             float2 uv_FontTex;
             half4 color : Color;
         };
         void surf(Input IN, inout SurfaceOutput o) {
             half alpha = tex2D(_FontTex, IN.uv_FontTex).a;
             o.Alpha = alpha;
             //o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb;            
             o.Albedo = IN.color.rgb;
         }
         ENDCG        
     }
     Fallback "Transparent/Cutout/Diffuse"
 }

  • UPDATE -- After I found a solution I posted below for reference. Apparently this is very difficult to achieve so I hope it helps more people who wants 3d Text receiving shadows in unity. So glad I found this, the power of rubber duck debugging! :-D

on-editor.jpg (60.2 kB)
on-player.jpg (47.0 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by hangarter · Feb 13, 2017 at 08:19 PM

IT WORKS!!!

I can't believe it was only this, one line missing. Maybe the player has a different setup for default values, I just had to add this to the properties section:

  _Cutoff("Shadow Alpha cutoff", Range(0.25,0.9)) = 1.0

Now everyone who needs 3d text which receive shadows can use this shader, very cool!

So the Properties section becomes:

 Properties {
          //_MainTex("Main Texture", 2D) = "white" {}
          _FontTex("Font Texture", 2D) = "white" {}
          //_Color("Text Color", Color) = (1,1,1,1)
           _Cutoff("Shadow Alpha cutoff", Range(0.25,0.9)) = 1.0
 }

One improvement could be having this shadow / light effect get affected by Global Illumination but that's for another day.

This is the final result on the Windows PC Player: alt text


on-editor.png (115.4 kB)
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

92 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Get shader properties value by name in shader code in runtime? 1 Answer

Loop through a Texture2DArray in shadergraph 0 Answers

_WorldSpacePosLight0 suddenly changes when change camera position or direction 0 Answers

Translucent Transparent Diffuse Sprite Shader Edit 1 Answer

Unity lerp between two textures based on the distance from an object via shaders 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges