• 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
Question by chees502 · Jan 25, 2014 at 12:42 PM · shaderpragma

Non traditional Shader, for adding saturation

I am trying to make a shader, that uses lights to saturate an image. I start with an already colored image and when it is in the "shadow" it looses its color. I am still learning Unity's shader system, but the issue lies in the return value of LightingBasicDiffuse() is added to the color, not set to. and the function surf() does not appear to have a way to look at lights in the scene.

         CGPROGRAM
         #pragma surface surf BasicDiffuse
         #pragma target 3.0
 
         sampler2D _MainTex;
         float _Desat;
         float _Darken;
         inline float4 LightingBasicDiffuse (SurfaceOutput s, fixed3 lightDir, fixed atten)
         {
             float4 col;
             float difLight = dot (s.Normal, lightDir);
             if(atten<0.1){
                 float avrg = (col.r+col.g+col.b)/3;
                 col.rgb=float4(avrg,avrg,avrg,1);
                 return col;
             }else{
                 col.rgb = s.Albedo*0.5;
                 //col.rgb=float4(0.5,0.5,0.5,1);
                 col.a = s.Alpha;
                 return col;
             
             }
             
         }
         struct Input {
             float2 uv_MainTex;
         };
 
         void surf (Input IN, inout SurfaceOutput o) 
         {
             float4 c;
             c =  tex2D (_MainTex, IN.uv_MainTex);
             o.Albedo = c.rgb;
             o.Alpha = c.a;
         }

One of two ways I see that I can fix this, either I need to find what to include in the pragma that does the addition from LightingBasicDiffuse() or I need to expose the atten variable in the surf() function, and I really don't know how to do either.

Comment

People who like this

0 Show 0
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

  • Sort: 

Unity Answers is in Read-Only mode

Unity Answers content will be migrated to a new Community platform and we are aiming to launch a public beta by June 9. Please note, Unity Answers is now in read-only so we can prepare for the final data migration.

For more information and updates, please read our full announcement thread in the Unity Forum.

Follow this Question

Answers Answers and Comments

18 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

Related Questions

conditional pragma target 0 Answers

Shader.SetKeyword per material? 0 Answers

Surface Shader If Condition W = :( A == B ? V syntax 1 Answer

How to force the compilation of a shader in Unity? 5 Answers

What does #pragma multi_compile_particles do? 1 Answer


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