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Question by scorpi1988 · Dec 02, 2013 at 05:56 PM · shaderadditivequeue

Additive shader with zbuffer off

I',m trying to get additive shader without zbuffer. But it's not working. Please HELP.

 Shader "Particles/Additive (Overlay)" {
 Properties {
     _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
     _MainTex ("Particle Texture", 2D) = "white" {}
 }
 
 Category {
     Tags { "Queue"="Geometry+6000"}
     Blend SrcAlpha One
     AlphaTest Greater .01
     ColorMask RGB
     Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
     BindChannels {
         Bind "Color", color
         Bind "Vertex", vertex
         Bind "TexCoord", texcoord
     }
     
     // ---- Dual texture cards
     SubShader {
         Pass {
             SetTexture [_MainTex] {
                 constantColor [_TintColor]
                 combine constant * primary DOUBLE
             }
             SetTexture [_MainTex] {
                 combine texture * previous
             }
         }
     }
     
     // ---- Single texture cards (does not do color tint)
     SubShader {
         Pass {
             SetTexture [_MainTex] {
                 combine texture * primary
             }
         }
     }
 }
 }
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avatar image Jessy · Dec 02, 2013 at 06:14 PM 0
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http://docs.unity3d.com/Documentation/Components/SL-CullAndDepth.html You can't disable the depth buffer; you can just choose how to test against it and whether or not to write to it.

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