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Question by layola · Aug 12, 2014 at 10:14 AM · shaderalpha

How to add alpha channel to this shader?

Shader "mShaders/Holes1" { Properties { __MainTex ("Color (RGB) Alpha (A)", 2D) = "white"

   _SliceGuide ("Slice Guide (RGB)", 2D) = "white" {}
   _SliceAmount ("Slice Amount", Range(0.0, 1.0)) = 0.9
 }
 SubShader {
   Tags {"Queue"="Transparent" "RenderType"="Transparent" }
   Cull Off
   CGPROGRAM
   //if you're not planning on using shadows, remove "addshadow" for better performance
   #pragma surface surf Lambert 
   #pragma surface surf Lambert alpha
   //addshadow
   struct Input {
       float2 uv_MainTex;
       float2 uv_SliceGuide;
       float _SliceAmount;
   };
   sampler2D _MainTex;
   sampler2D _SliceGuide;
   float _SliceAmount;
   void surf (Input IN, inout SurfaceOutput o) {
       clip(tex2D (_SliceGuide, IN.uv_SliceGuide).rgb - _SliceAmount);
       o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
       o.Alpha = tex2D (_MainTex, IN.uv_MainTex).a;
    
   }
   ENDCG
 }
 Fallback "Diffuse"

}

what I want to add is alpha ,but no luck. any help?

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Answer by Bunny83 · Aug 12, 2014 at 10:42 AM

The Alpha channel is just another channel in the texture. It's often used for transparency but you aren't forced to. If you want a source alpha transparency like most transparent shaders do, you need to specify a blend function. The most common one is:

     Blend SrcAlpha OneMinusSrcAlpha 


Just put it after your Cull Off line

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