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Question by jojongho · Jun 19, 2015 at 07:59 AM · shaderunity5

customized translucent shader is not working in unity5

Hello.

I was create a customized shader for translucent object in unity4.

It's using for Player is obscured by some object.

shader contains 2pass.

first pass is depth write pass(no color write).

and second pass is color write pass(no depth write, only compare)

It's perfectly working in unity4, but it's not in unity5.

only first pass(depth pass) rendering in unity5.

Anybody ever had this problem?

Here code below.

 Properties 
 {
     _MainTex ("Base (RGBA)", 2D) = "white" {}
 }
 
 SubShader
 {    
     Tags {"Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent"}
     LOD 80
 
     //depth pass
     Pass
     {
         Tags { "LightMode" = "Vertex" }        
 
         ZWrite On
         ColorMask 0            
 
         CGPROGRAM
         #include "UnityCG.cginc"
         #pragma vertex vert        //vertex shader naming
         #pragma fragment frag    //fragment shader naming
 
         struct VS_IN
         {
             float4 vertex        : POSITION;
         };
         
         struct VS_OUT 
         {
             float4 pos            : SV_POSITION;
         };
 
         VS_OUT vert (VS_IN v)
         {
             VS_OUT o;
 
             o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
             return o;
         }
 
         fixed4 frag(VS_OUT i) : COLOR 
         {
             return 0;
         }
         ENDCG
     }
 
     //color pass
     Pass
     {
         Tags { "LightMode" = "Vertex" }        
         Fog {Mode Off}
 
         ZWrite Off
         ZTest LEqual
         Blend SrcAlpha OneMinusSrcAlpha
 
         CGPROGRAM
         #include "UnityCG.cginc"
         #pragma vertex vert        //vertex shader naming
         #pragma fragment frag    //fragment shader naming
 
         sampler2D _MainTex;
 
         struct VS_IN
         {
             float4 vertex        : POSITION;
             float2 texcoord        : TEXCOORD0;
         };
         
         struct VS_OUT 
         {
             float4 pos            : SV_POSITION;
             float2 texcoord        : TEXCOORD0;
         };
         
         VS_OUT vert (VS_IN v)
         {
             VS_OUT o;
 
             o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
             o.texcoord = v.texcoord;
             return o;
         }
 
         fixed4 frag(VS_OUT i) : COLOR 
         {
             return tex2D (_MainTex, i.texcoord);
         }
         ENDCG
     }
 }
 
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