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Question by edoucet · Apr 03, 2019 at 07:10 AM · shader

How to make this shader transparent ?

Hello everyone ! :)

I need to render a grid on a plane so I look up the web and i found this shader that do almost exactly what i want.

 Shader "Custom/XZGrid"
 {
     Properties
     {
         _BaseColor("Color", Color) = (1,1,1,1)
         _MainTex("Albedo (RGB)", 2D) = "white" {}
         _Glossiness("Smoothness", Range(0,1)) = 0.5
         _Metallic("Metallic", Range(0,1)) = 0.0
         _GridStep("Grid size", Float) = 10
         _GridWidth("Grid width", Float) = 1
     }
         SubShader
         {
             Tags { "Queue" = "Transparent" }
             LOD 200
 
                 ZWrite Off
                 Blend SrcAlpha OneMinusSrcAlpha
 
                 CGPROGRAM
             // Physically based Standard lighting model, and enable shadows on all light types
             #pragma surface surf Standard fullforwardshadows
 
         // 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 _BaseColor;
         float _GridStep;
         float _GridWidth;
 
         void surf(Input IN, inout SurfaceOutputStandard o) {
             // Albedo comes from a texture tinted by color
             fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _BaseColor;
 
             // grid overlay
             float2 pos = IN.worldPos.xz / _GridStep;
             float2 f = abs(frac(pos) - .5);
             float2 df = fwidth(pos) * _GridWidth;
             float2 g = smoothstep(-df ,df , f);
             float grid = 1.0 - saturate(g.x * g.y);
             c.rgb = lerp(c.rgb, float3(1,1,1), grid);
 
             o.Albedo = c.rgb;
             // Metallic and smoothness come from slider variables
             o.Metallic = _Metallic;
             o.Smoothness = _Glossiness;
             o.Alpha = c.a;
         }
 
     
         ENDCG
             }
     
             FallBack "Diffuse"
         }
 

The only problem is that i want to make the base color transparent. I'm a big noob with shader and i don't know how to do this.

Does someone know how to make the baseColor transparent ?

Thank you !

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