• 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 Seth-Bergman · May 05, 2012 at 08:54 PM · shaderalphacustom shader

Custom shader to add bruises to character

Hey all, basically right now I have a character with a bumped/diffuse, and what I'd like to do is overlay a second diffuse with just the bruises. So, I need to have the opacity channel intact on the overlayed texture, the issue I'm having trouble with now.. I don't know much about shaders and unfortunately very crunched for time right now, so I can't spend much more time trying to figure this out.. I've managed to write a (very simple) shader which overlays an alpha channel to the base diffuse (for another feature in the game):

 Shader "Custom/Cutout" {
     Properties {
         _MainTex ("Texture to blend", 2D) = "white" {}
         _Fade ("Base (RGB) Transparency (A)",2D) = "white" {}
     }
     SubShader {
         Tags { "Queue" = "Transparent" }
         Pass {
             Blend  SrcAlpha OneMinusSrcAlpha
             Lighting On
             SetTexture [_MainTex] 
         }
         
           Pass {
             Blend One One
             Material {
             
             Diffuse [_Fade] 
             }
             Lighting On
              
             }
         
     }
 }

this lets me cut out the alpha channel, but what I'd like now is to be able to "overlay" this on top of a bumped/diffuse pass, so the cutout of the bruises shows up on top of the base diffuse.. Again, I apologize for the uneducated nature of my question, I just don't have the time left to spend on this, any help is greatly appreciated!

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
2
Best Answer

Answer by Piflik · May 05, 2012 at 09:58 PM

Built this with Strumpy's Sahder Editor:

 Shader "BumpedDiffuseOverlay"
 {
     Properties 
     {
 _MainTex("Base (RGB)", 2D) = "white" {}
 _BumpMap("Normalmap", 2D) = "bump" {}
 _Overlay("Overlay", 2D) = "black" {}

     }
     
     SubShader 
     {
         Tags
         {
 "Queue"="Geometry"
 "IgnoreProjector"="False"
 "RenderType"="Opaque"

         }

         
 Cull Back
 ZWrite On
 ZTest LEqual
 ColorMask RGBA
 Fog{
 }


         CGPROGRAM
 #pragma surface surf BlinnPhongEditor  vertex:vert
 #pragma target 2.0


 sampler2D _MainTex;
 sampler2D _BumpMap;
 sampler2D _Overlay;

             struct EditorSurfaceOutput {
                 half3 Albedo;
                 half3 Normal;
                 half3 Emission;
                 half3 Gloss;
                 half Specular;
                 half Alpha;
                 half4 Custom;
             };
             
             inline half4 LightingBlinnPhongEditor_PrePass (EditorSurfaceOutput s, half4 light)
             {
 half3 spec = light.a * s.Gloss;
 half4 c;
 c.rgb = (s.Albedo * light.rgb + light.rgb * spec);
 c.a = s.Alpha;
 return c;

             }

             inline half4 LightingBlinnPhongEditor (EditorSurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
             {
                 half3 h = normalize (lightDir + viewDir);
                 
                 half diff = max (0, dot ( lightDir, s.Normal ));
                 
                 float nh = max (0, dot (s.Normal, h));
                 float spec = pow (nh, s.Specular*128.0);
                 
                 half4 res;
                 res.rgb = _LightColor0.rgb * diff;
                 res.w = spec * Luminance (_LightColor0.rgb);
                 res *= atten * 2.0;

                 return LightingBlinnPhongEditor_PrePass( s, res );
             }
             
             struct Input {
                 float2 uv_MainTex;
 float2 uv_Overlay;
 float2 uv_BumpMap;

             };

             void vert (inout appdata_full v, out Input o) {
 float4 VertexOutputMaster0_0_NoInput = float4(0,0,0,0);
 float4 VertexOutputMaster0_1_NoInput = float4(0,0,0,0);
 float4 VertexOutputMaster0_2_NoInput = float4(0,0,0,0);
 float4 VertexOutputMaster0_3_NoInput = float4(0,0,0,0);


             }
             

             void surf (Input IN, inout EditorSurfaceOutput o) {
                 o.Normal = float3(0.0,0.0,1.0);
                 o.Alpha = 1.0;
                 o.Albedo = 0.0;
                 o.Emission = 0.0;
                 o.Gloss = 0.0;
                 o.Specular = 0.0;
                 o.Custom = 0.0;
                 
 float4 Sampled2D0=tex2D(_MainTex,IN.uv_MainTex.xy);
 float4 Sampled2D1=tex2D(_Overlay,IN.uv_Overlay.xy);
 float4 Lerp0=lerp(Sampled2D0,Sampled2D1,Sampled2D1.aaaa);
 float4 Sampled2D2=tex2D(_BumpMap,IN.uv_BumpMap.xy);
 float4 UnpackNormal0=float4(UnpackNormal(Sampled2D2).xyz, 1.0);
 float4 Master0_2_NoInput = float4(0,0,0,0);
 float4 Master0_3_NoInput = float4(0,0,0,0);
 float4 Master0_4_NoInput = float4(0,0,0,0);
 float4 Master0_5_NoInput = float4(1,1,1,1);
 float4 Master0_7_NoInput = float4(0,0,0,0);
 float4 Master0_6_NoInput = float4(1,1,1,1);
 o.Albedo = Lerp0;
 o.Normal = UnpackNormal0;

                 o.Normal = normalize(o.Normal);
             }
         ENDCG
     }
     Fallback "Diffuse"
 }
Comment
Add comment · Show 1 · 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
avatar image Seth-Bergman · May 05, 2012 at 10:12 PM 0
Share

Absolutely Perfect! Thank you so much, you ROC$$anonymous$$!

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

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

transparent mode does not work at alpha=255 1 Answer

Glass Shader with Strumpy Shader Editor 1 Answer

About shader! 0 Answers

Cant get Alpha Channel to Work with Custom Shader 1 Answer

Add transparency to this shader? 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