• 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 /
avatar image
0
Question by sa-developers · Feb 03, 2019 at 05:32 PM · shadershadersmaterialstransparencyshader programming

See backside of a transparent emissive shader?

I followed an online tutorial which helped me make a shield/forcefield like effect with a heat map. The results look very good, but unfortunately it has a drawback. I can only see the effect on the front of the sphere, the side the camera is looking at. if a projectile hits the back side (that faces away from the camera) the effect is not visible unless I rotate the camera to that side of the sphere. Problem Image How can I change my shader to make the effects on the other side of my object also visable?

Here is the code:

 Shader "Custom/ShieldShader"
 {
     Properties
     {
         _Color ("Color", Color) = (1,1,1,1)
         _PointColor("Point Color (RGB)", Color) = (1, 0, 0, 1)
         _MainTex ("Albedo (RGB)", 2D) = "white" {}
         _ImpactSize("Impact Size", Float) = 0.5
         _GlowIntensity("Glow Intensity", Int) = 2
     }
     SubShader
     {
         //Tags { "RenderType"="Opaque" }
         Tags {"Queue" = "Transparent" "RenderType" = "Transparent" }
         LOD 200
 
 
         CGPROGRAM
         // Physically based Standard lighting model, and enable shadows on all light types
         #pragma surface surf Standard fullforwardshadows alpha:auto
 
         // Use shader model 3.0 target, to get nicer looking lighting
         #pragma target 3.0
 
         sampler2D _MainTex;
 
         struct Input
         {
             float2 uv_MainTex;
             float3 worldPos;
         };
 
         half _Glossiness;
         half _Metallic;
         fixed4 _Color;
 
         fixed4 _PointColor;
 
 
         //######################### OWN CODE
         float _ImpactSize;
         int _GlowIntensity;
 
         int _arrPointsSize;
         fixed4 _arrPoints[50];
 
 
         UNITY_INSTANCING_BUFFER_START(Props)
         UNITY_INSTANCING_BUFFER_END(Props)
 
 
 
         void surf (Input IN, inout SurfaceOutputStandard o)
         {
             // Albedo comes from a texture tinted by color
             fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
 
 
             fixed emmissive = 0;
 
             float3 objPos = mul(unity_WorldToObject, float4(IN.worldPos, 1)).xyz;
 
                 for (int i = 0; i < _arrPointsSize; i++) {
                     emmissive += max(0, frac(1.0 - max(0, (_arrPoints[i].w * _ImpactSize) - distance(_arrPoints[i].xyz, objPos.xyz)) / _ImpactSize) * (1 - _arrPoints[i].w));
                     //emmissive += (max(0, (_arrPoints[i].w * _ImpactSize) - distance(_arrPoints[i].xyz, objPos.xyz)) / _ImpactSize) * (1 - _arrPoints[i].w) * _GlowIntensity;
                 } 
 
                 
 
             o.Albedo = c.rgb;
             o.Emission = emmissive * _PointColor;
             o.Metallic = 0;
             o.Smoothness = 0;
             //o.Alpha = c.a;
             o.Alpha = 0;
             
         }
         ENDCG
     }
     FallBack "Standard"
 }


screenshot-4.png (191.7 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

0 Replies

· Add your reply
  • Sort: 

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

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

168 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 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

Shader to turn materials transparent based on y axis 0 Answers

Shader for distorting a texture as if it were on a sphere 3 Answers

Silhouette overlay shader 0 Answers

Adding object to scene causes problem with other objects material/shader 0 Answers

How to achive the same look? Which shaders to use? 2 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges