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Question by JackMini36 · Sep 12, 2018 at 10:59 AM · shadertransparencyalphasphere360

How to add transparency to this shader?

Hello,

I don't know much about shaders, so I am struggling to add transparency to a shader I already use.

So basically I used the shader below to display 360 videos on a sphere. It flipps the normals so it is displayed on the inside.

However, I would like to add an alpha value to it so I can make the sphere (and therefore the video) as transparent as I need it to be. What should I change?

 Shader "Custom/Equirectangular" {
 Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _MainTex ("Diffuse (RGB) Alpha (A)", 2D) = "gray" {}
 }

 SubShader{
     Pass {
         Tags {"LightMode" = "Always"}
         Cull Front

         CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma fragmentoption ARB_precision_hint_fastest
             #pragma glsl
             #pragma target 3.0

             #include "UnityCG.cginc"

             struct appdata {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
             };

             struct v2f
             {
                 float4    pos : SV_POSITION;
                 float3    normal : TEXCOORD0;
             };

             v2f vert (appdata v)
             {
                 v2f o;
                 o.pos = UnityObjectToClipPos(v.vertex);
                 o.normal = v.normal;
                 return o;
             }

             sampler2D _MainTex;

             #define PI 3.141592653589793

             inline float2 RadialCoords(float3 a_coords)
             {
                 float3 a_coords_n = normalize(a_coords);
                 float lon = atan2(a_coords_n.z, a_coords_n.x);
                 float lat = acos(a_coords_n.y);
                 float2 sphereCoords = float2(lon, lat) * (1.0 / PI);
                 return float2(1 - (sphereCoords.x * 0.5 + 0.5), 1 - sphereCoords.y);
             }

             float4 frag(v2f IN) : COLOR
             {
                 float2 equiUV = RadialCoords(IN.normal);
                 return tex2D(_MainTex, equiUV);
             }
         ENDCG
     }
 }
 FallBack "VertexLit"

}

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Answer by IvovdMarel · Sep 12, 2018 at 02:16 PM

https://unity3d.com/learn/tutorials/topics/graphics/making-transparent-shader

You can just look at the source-file at the bottom but probably worth checking out the video

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