How to add emission to a Unity water shader? - unity3d

I have a water shader here(again). my other problem was solved thanks to you. Now my water is not transparent anymore. because you guy have great knowledge and I hopped you can help me to add emission to the shader. It woulb be cool if the top of the waves have some Highlights. maybe its possible to use an emission map but just some emission would be very cool looking i think
i tried to this solotion but it didtn work for me
_EmissionLM ("Emission (Lightmapper)", Float) = 0
[Toggle] _DynamicEmissionLM ("Dynamic Emission (Lightmapper)", Int) = 0
//Output
o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a;
This is the water shader
Shader "FX/Water" {
Properties {
_WaveScale ("Wave scale", Range (0.02,0.15)) = 0.063
_ReflDistort ("Reflection distort", Range (0,1.5)) = 0.44
_RefrDistort ("Refraction distort", Range (0,1.5)) = 0.40
_RefrColor ("Refraction color", COLOR) = ( .34, .85, .92, 1)
[NoScaleOffset] _Fresnel ("Fresnel (A) ", 2D) = "gray" {}
[NoScaleOffset] _BumpMap ("Normalmap ", 2D) = "bump" {}
WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
[NoScaleOffset] _ReflectiveColor ("Reflective color (RGB) fresnel (A)", 2D) = "" {}
_HorizonColor ("Simple water horizon color", COLOR) = ( .172, .463, .435, 1)
[HideInInspector] _ReflectionTex ("Internal Reflection", 2D) = "" {}
[HideInInspector] _RefractionTex ("Internal Refraction", 2D) = "" {}
//
_EmissionColor("Color", Color) = (0.000000,0.000000,0.000000,1.000000)
_EmissionMap("Emission", 2D) = "white" { }
[Toggle] _DynamicEmissionLM("Dynamic Emission (Lightmapper)", Int) = 0
}
// -----------------------------------------------------------
// Fragment program cards
Subshader {
Tags { "WaterMode"="Refractive" "RenderType"="Opaque" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile WATER_REFRACTIVE WATER_REFLECTIVE WATER_SIMPLE
#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE)
#define HAS_REFLECTION 1
#endif
#if defined (WATER_REFRACTIVE)
#define HAS_REFRACTION 1
#endif
#include "UnityCG.cginc"
uniform float4 _WaveScale4;
uniform float4 _WaveOffset;
#if HAS_REFLECTION
uniform float _ReflDistort;
#endif
#if HAS_REFRACTION
uniform float _RefrDistort;
#endif
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
#if defined(HAS_REFLECTION) || defined(HAS_REFRACTION)
float4 ref : TEXCOORD0;
float2 bumpuv0 : TEXCOORD1;
float2 bumpuv1 : TEXCOORD2;
float3 viewDir : TEXCOORD3;
#else
float2 bumpuv0 : TEXCOORD0;
float2 bumpuv1 : TEXCOORD1;
float3 viewDir : TEXCOORD2;
#endif
UNITY_FOG_COORDS(4)
};
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
// scroll bump waves
float4 temp;
float4 wpos = mul (unity_ObjectToWorld, v.vertex);
//temp.xyzw = wpos.xzxz * _WaveScale4 + _WaveOffset;
temp.xyzw = wpos.yzyz * _WaveScale4 + _WaveOffset;
o.bumpuv0 = temp.xy;
o.bumpuv1 = temp.wz;
// object space view direction (will normalize per pixel)
o.viewDir.xzy = WorldSpaceViewDir(v.vertex);
#if defined(HAS_REFLECTION) || defined(HAS_REFRACTION)
o.ref = ComputeNonStereoScreenPos(o.pos);
#endif
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE)
sampler2D _ReflectionTex;
#endif
#if defined (WATER_REFLECTIVE) || defined (WATER_SIMPLE)
sampler2D _ReflectiveColor;
#endif
#if defined (WATER_REFRACTIVE)
sampler2D _Fresnel;
sampler2D _RefractionTex;
uniform float4 _RefrColor;
#endif
#if defined (WATER_SIMPLE)
uniform float4 _HorizonColor;
#endif
sampler2D _BumpMap;
half4 frag( v2f i ) : SV_Target
{
i.viewDir = normalize(i.viewDir);
// combine two scrolling bumpmaps into one
half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv0 )).rgb;
half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv1 )).rgb;
half3 bump = (bump1 + bump2) * 0.5;
// fresnel factor
half fresnelFac = dot( i.viewDir, bump );
// perturb reflection/refraction UVs by bumpmap, and lookup colors
#if HAS_REFLECTION
float4 uv1 = i.ref; uv1.xy += bump * _ReflDistort;
half4 refl = tex2Dproj( _ReflectionTex, UNITY_PROJ_COORD(uv1) );
#endif
#if HAS_REFRACTION
float4 uv2 = i.ref; uv2.xy -= bump * _RefrDistort;
half4 refr = tex2Dproj( _RefractionTex, UNITY_PROJ_COORD(uv2) ) * _RefrColor;
#endif
// final color is between refracted and reflected based on fresnel
half4 color;
#if defined(WATER_REFRACTIVE)
half fresnel = UNITY_SAMPLE_1CHANNEL( _Fresnel,
float2(fresnelFac,fresnelFac) );
color = lerp( refr, refl, fresnel );
#endif
#if defined(WATER_REFLECTIVE)
half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) );
color.rgb = lerp( water.rgb, refl.rgb, water.a );
color.a = refl.a * water.a;
#endif
#if defined(WATER_SIMPLE)
half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) );
color.rgb = lerp( water.rgb, _HorizonColor.rgb, water.a );
color.a = _HorizonColor.a;
#endif
UNITY_APPLY_FOG(i.fogCoord, color);
//o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a;
return color;
}
ENDCG
}
}
}

I've never done this myself, but it seems that you can add a "meta" pass and add emission that way. Source: Unity forums user tsangwailam
Pass
{
Name "META"
Tags {"LightMode"="Meta"}
Cull Off
CGPROGRAM
#include "UnityStandardMeta.cginc"
#pragma vertex vert_meta
#pragma fragment frag_meta_custom
fixed4 frag_meta_custom (v2f i) : SV_Target
{
// Colors
fixed4 col = fixed(1,0,0); // The emission color
// Calculate emission
UnityMetaInput metaIN;
UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
metaIN.Albedo = col.rgb;
metaIN.Emission = col.rgb;
return UnityMetaFragment(metaIN);
return col;
}
ENDCG
}
Hope this helps!

Related

Alpha transparency is not working for my Shader when used to see objects behind the foreground layer

I wish to have alpha transparency on my shader that enables characters to be seen behind foreground layers (without completely removing them). However, it is either fully on or fully off! I've been tweaking with a shader without much luck! Here is the shader:
Shader "Universal Render Pipeline/2D/EntityForegroundTrancparency"
{
Properties
{
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
_MaskTex("Mask", 2D) = "white" {}
_NormalMap("Normal Map", 2D) = "bump" {}
_Transparency("Transparency", Range(0.0,0.5)) = 0.25
// Legacy properties. They're here so that materials using this shader can gracefully fallback to the legacy sprite shader.
[HideInInspector] _Color("Tint", Color) = (1,1,1,1)
[HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1)
[HideInInspector] _Flip("Flip", Vector) = (1,1,1,1)
[HideInInspector] _AlphaTex("External Alpha", 2D) = "white" {}
[HideInInspector] _EnableExternalAlpha("Enable External Alpha", Float) = 0
}
SubShader
{
Tags {"Queue" = "Transparent" "IgnoreProjector"="True" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
Cull Off
ZWrite Off
Stencil
{
Ref 1
Comp Always
Pass Replace
}
Pass
{
Tags { "LightMode" = "Universal2D" }
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#pragma vertex CombinedShapeLightVertex
#pragma fragment CombinedShapeLightFragment
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __
#pragma multi_compile _ DEBUG_DISPLAY
struct Attributes
{
float3 positionOS : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
half4 color : COLOR;
float2 uv : TEXCOORD0;
half2 lightingUV : TEXCOORD1;
#if defined(DEBUG_DISPLAY)
float3 positionWS : TEXCOORD2;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_MaskTex);
SAMPLER(sampler_MaskTex);
half4 _MainTex_ST;
float _Transparency;
#if USE_SHAPE_LIGHT_TYPE_0
SHAPE_LIGHT(0)
#endif
#if USE_SHAPE_LIGHT_TYPE_1
SHAPE_LIGHT(1)
#endif
#if USE_SHAPE_LIGHT_TYPE_2
SHAPE_LIGHT(2)
#endif
#if USE_SHAPE_LIGHT_TYPE_3
SHAPE_LIGHT(3)
#endif
Varyings CombinedShapeLightVertex(Attributes v)
{
Varyings o = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.positionCS = TransformObjectToHClip(v.positionOS);
#if defined(DEBUG_DISPLAY)
o.positionWS = TransformObjectToWorld(v.positionOS);
#endif
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.lightingUV = half2(ComputeScreenPos(o.positionCS / o.positionCS.w).xy);
o.color = v.color;
o.color.a = _Transparency;
return o;
}
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
half4 CombinedShapeLightFragment(Varyings i) : SV_Target
{
i.color.a = _Transparency;
half4 main = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
half4 mask = i.color * SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);
SurfaceData2D surfaceData;
InputData2D inputData;
InitializeSurfaceData(main.rgb, _Transparency, mask, surfaceData);
InitializeInputData(i.uv, i.lightingUV, inputData);
return CombinedShapeLightShared(surfaceData, inputData);
}
ENDHLSL
}
Pass
{
Tags { "LightMode" = "NormalsRendering"}
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#pragma vertex NormalsRenderingVertex
#pragma fragment NormalsRenderingFragment
struct Attributes
{
float3 positionOS : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
float4 tangent : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
half4 color : COLOR;
float2 uv : TEXCOORD0;
half3 normalWS : TEXCOORD1;
half3 tangentWS : TEXCOORD2;
half3 bitangentWS : TEXCOORD3;
UNITY_VERTEX_OUTPUT_STEREO
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
half4 _NormalMap_ST; // Is this the right way to do this?
float _Transparency;
Varyings NormalsRenderingVertex(Attributes attributes)
{
Varyings o = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(attributes);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.positionCS = TransformObjectToHClip(attributes.positionOS);
o.uv = TRANSFORM_TEX(attributes.uv, _NormalMap);
o.color = attributes.color;
o.color.a = _Transparency;
o.normalWS = -GetViewForwardDir();
o.tangentWS = TransformObjectToWorldDir(attributes.tangent.xyz);
o.bitangentWS = cross(o.normalWS, o.tangentWS) * attributes.tangent.w;
return o;
}
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
half4 NormalsRenderingFragment(Varyings i) : SV_Target
{
i.color.a = _Transparency;
const half4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
const half3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, i.uv));
return NormalsRenderingShared(mainTex, normalTS, i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz);
}
ENDHLSL
}
Pass
{
Tags { "LightMode" = "UniversalForward" "Queue"="Transparent" "RenderType"="Transparent"}
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#pragma vertex UnlitVertex
#pragma fragment UnlitFragment
struct Attributes
{
float3 positionOS : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
#if defined(DEBUG_DISPLAY)
float3 positionWS : TEXCOORD2;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
float4 _MainTex_ST;
float _Transparency;
Varyings UnlitVertex(Attributes attributes)
{
Varyings o = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(attributes);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.positionCS = TransformObjectToHClip(attributes.positionOS);
#if defined(DEBUG_DISPLAY)
o.positionWS = TransformObjectToWorld(v.positionOS);
#endif
o.uv = TRANSFORM_TEX(attributes.uv, _MainTex);
o.color = attributes.color;
o.color.a = _Transparency;
return o;
}
float4 UnlitFragment(Varyings i) : SV_Target
{
i.color.a = _Transparency;
float4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
#if defined(DEBUG_DISPLAY)
SurfaceData2D surfaceData;
InputData2D inputData;
half4 debugColor = 0;
InitializeSurfaceData(mainTex.rgb, _Transparency, surfaceData);
InitializeInputData(i.uv, inputData);
SETUP_DEBUG_DATA_2D(inputData, i.positionWS);
if(CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{
return debugColor;
}
#endif
return mainTex;
}
ENDHLSL
}
}
Fallback "Sprites/Default"
}
As you can see from the following video, alpha seems to be completely ignored:
https://www.youtube.com/watch?v=zUTKF-bIdD8
Thanks in advance.

Smoothing pixels on Unity's Images component using a customized Default UI shader

I'm looking to create a fade in/fade out effect for UI images using a customized shader.
Right now I'm working with this code:
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT
license (see license.txt)
Shader "Custom/FadeShader"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
[PerRendererData] _Cutoff("Cutoff", Range(0, 1)) = 0
_Color("Tint", Color) = (1,1,1,1)
_TransitionTex("Transition Texture", 2D) = "white" {}
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
sampler2D _TransitionTex;
float _Cutoff;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 transit = tex2D(_TransitionTex, IN.texcoord);
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
if (transit.b < _Cutoff)
color = lerp(0, color, saturate(_Cutoff - transit));
clip(color.a - _Cutoff+0.1f);
return color;
}
ENDCG
}
}
}
Which is essentially Unity's default UI shader with added cutoff value and a transition texture which decide how much the Image is faded in or out.
The current version of the shader produces this effect:
Which is very pixelated on the edges in comparison to the source transition texture:
I would like the edges to be smoothed out as I'm trying to achieve a hand drawn/comic style.
This thread proposes using modifying the shader to work like the SoftOcclusion shader from Unity, I haven't had much luck with making it work however.
EDIT
For reference, I'm looking to create an effect like the one in Hades seen in this video (timestamped).
I've managed to solve the issue by introducing another value (_CutoffRange) to the shader and changing the alpha of the color depending on the _CutoffRange value.
The full code for the working shader:
Shader "Custom/FadeShader"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_TransitionTex("Transition Texture", 2D) = "white" {}
_Cutoff("Cutoff", Range(0, 1)) = 0
_CutoffRange("Cutoff Range", Range(0,1)) = 0.1
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
sampler2D _TransitionTex;
half _Cutoff;
half _CutoffRange;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 transit = tex2D(_TransitionTex, IN.texcoord);
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
half r = _Cutoff * (1 + _CutoffRange * 2) - _CutoffRange;
color.a *= saturate((transit.b - _Cutoff) / _CutoffRange);
return color;
}
ENDCG
}
}
}

Opacity in Unity Shader

I´m trying to make a shader which simulates a warp speed effect, and i think is almost done, only need to know what should i change in the code to make the tunnel effect completely opaque and not see anything behind the tunnel effect.
I have added an alpha slider to see if i can control opacity but still the same result at the end.
Code is here:
Shader "Warp Tunnel Distortion Opaque" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_Speed("UV Speed", Float) = 1.0
_WiggleX("_WiggleX", Float) = 1.0
_WiggleY("_WiggleY", Float) = 1.0
_WiggleDist("Wiggle distance", Float) = 1.0
_Offset("Vertex offset", float) = 0
_TintColor("Tint", Color) = (1.0, 1.0, 1.0, 1.0)
_MainTex("Distortion map", 2D) = "" {}
_Dist("Distortion ammount", Float) = 10.0
}
Category {
Tags { "Queue"="Geometry" "RenderType"="Opaque" }
Cull Back Lighting Off ZWrite Off
Fog { Color (0,0,0,0) }
ZTest LEqual
SubShader {
GrabPass {
Name "BASE"
Tags { "LightMode" = "Always" }
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 normal : NORMAL;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float4 uvgrab : TEXCOORD2;
float4 projPos : TEXCOORD3;
};
float4 _MainTex_ST;
float _Speed;
float _WiggleX, _WiggleY, _WiggleDist;
float _Offset;
float _Dist;
sampler2D _CameraDepthTexture;
float _InvFade;
sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
v2f vert (appdata_t v)
{
v2f o;
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
v.vertex.xyz += normalize(v.normal.xyz) * _Offset;
o.vertex = UnityObjectToClipPos(v.vertex);
o.vertex.x += sin(_Time.y * _WiggleX) * _WiggleDist;
o.vertex.y -= sin(_Time.y * _WiggleY) * _WiggleDist;
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
i.texcoord.y += _Time.x * _Speed;
float4 packedTex = tex2D(_MainTex, i.texcoord);
float local1 = packedTex.z * 2.4;
float2 local2 = packedTex.rg * 2.25;
packedTex.rg = local1 * local2;
half2 bump = UnpackNormal(packedTex).rg;
float2 offset = bump * _Dist * _GrabTexture_TexelSize.xy;
i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
return col;
}
ENDCG
}
}
}
}
Thank you in advance.
Well if you want it completely opaque, that's easy.
Right before the return statement, just add:
col.a = 1;
If you want it to actually care about the alpha slider in the input color, then do this:
col.a = _TintColor.a;
In the first case, _TintColor isn't used at all (there are no other references to it besides its declaration, of which there are 2 at the top (you should remove one of them) and one inside the CGprogram block which links the first one to a property that can be used within the CGprogram).
If you actually want to tint things, you'll have to multiply the _TintColor with the computed color coming from the texture and effect. There are multiple ways of doing it, for example:
col.r *= _TintColor.r;
col.g *= _TintColor.g;
col.b *= _TintColor.b;
How you want to handle it is up to you.

How to change generated mask by texture mask?

I have a shader which generates opacity mask and rotate it.
This is how it looks:
Generated mask looks like this:
I generate a mask via code, but I want to take mask just from a texture2D.
How can I do that?
How do I change mask generating by only texture2D?
Code of my shader:
Shader "Custom/RadialOpacity" {
Properties {
[PerRendererData]_MainTex ("MainTex", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_OpacityRotator ("Opacity Rotator", Range(-360, 360)) = -360 // 2 full circles
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
"CanUseSpriteAtlas"="True"
"PreviewType"="Plane"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend One OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
#pragma target 3.0
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float4 _Color;
uniform float _OpacityRotator;
static const float TAU = float(6.283185); // это 2 * PI
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float3 normalDir : TEXCOORD2;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
#ifdef PIXELSNAP_ON
o.pos = UnityPixelSnap(o.pos);
#endif
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
float2 oStart = (i.uv0 - 0.5);
float2 oVector = float2(-1, -1);
float oRotatorNormalized = _OpacityRotator / 360.0;
float oRotator_ang = oRotatorNormalized * -TAU;
float oRotator_cos = cos(oRotator_ang);
float oRotator_sin = sin(oRotator_ang);
float2x2 oRotationMatrix = float2x2(oRotator_cos, -oRotator_sin, oRotator_sin, oRotator_cos);
float2 oRotatorComponent = mul(oVector * oStart, oRotationMatrix);
/* generating opacity mask BEGIN_SECTION */
float2 oMaskHorizOrVert = atan2(oRotatorComponent.g, oRotatorComponent.r);
float oAtan2MaskNormalized = (oMaskHorizOrVert / TAU) + 0.5;
float oAtan2MaskRotatable = oRotatorNormalized - oAtan2MaskNormalized;
float oWhiteToBlackMask = ceil(oAtan2MaskRotatable);
/* generating opacity mask END_SECTION */
float oFinalMultiply = _MainTex_var.a * max(oAtan2MaskNormalized, ceil(oWhiteToBlackMask));
/*** (Emissive) ***/
float3 finalColor = _MainTex_var.rgb * _Color.rgb * oFinalMultiply;
return fixed4(finalColor, oFinalMultiply);
}
ENDCG
}
}
FallBack "Diffuse"
}
And I want to get something like that:
Properties {
...
_OpacityMask ("OpacityMask", 2D) = "white" {}
...
}
...
float oWhiteToBlackMask = ceil(OpacityMask);
float oFinalMultiply = _MainTex_var.a * max(oAtan2MaskNormalized, ceil(oWhiteToBlackMask));
...
https://forum.unity3d.com/threads/rotation-of-texture-uvs-directly-from-a-shader.150482/
Ok if I understand your question correctly, you want to add a texture 2D parameter and have it rotate. You'll need to rotate the UV coordinates over time, which you can probably accomplish using the code in the link above.
I'm not sure how you get that exact fade at the end with a texture 2D but maybe some clever usage of time you can figure out the animation.

How to draw circle in unity by shader and anti-aliasing

I have drawn a circle by shader, but I can't get anti-aliasing to work.
I tried finding an answer here http://answers.unity3d.com/questions/521984/how-do-you-draw-2d-circles-and-primitives.html, but I have to use discard to draw circle.
Here is a picture of my current shader result and the shader code:
Shader "Unlit/CircleSeletor"
{
Properties
{
_BoundColor("Bound Color", Color) = (1,1,1,1)
_BgColor("Background Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_BoundWidth("BoundWidth", float) = 10
_ComponentWidth("ComponentWidth", float) = 100
}
SubShader{
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag Lambert alpha
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _MainTex;
float _BoundWidth;
fixed4 _BoundColor;
fixed4 _BgColor;
float _ComponentWidth;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
float antialias(float w, float d, float r) {
return 1-(d-r-w/2)/(2*w);
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 c = tex2D(_MainTex,i.uv);
float x = i.uv.x;
float y = i.uv.y;
float dis = sqrt(pow((0.5 - x), 2) + pow((0.5 - y), 2));
if (dis > 0.5) {
discard;
} else {
float innerRadius = (_ComponentWidth * 0.5 - _BoundWidth) / _ComponentWidth;
if (dis > innerRadius) {
c = _BoundColor;
//c.a = c.a*antialias(_BoundWidth, dis, innerRadius);
}
else {
c = _BgColor;
}
}
return c;
}
ENDCG
}
}
}
It's really easy to apply anti-alias to a circle.
1.First, you need 3 variables to do this. Get the radius, distance of the circle. Also create a float value(let's called that borderSize) that can be used to determine how far the anti-alias should go. The radius, distance and borderSize are the three variables.
2.Find the t with smoothstep function using those 3 variables from #1.
float t = smoothstep(radius + borderSize, radius - borderSize, distance);
3.Mix the color before returning it.
Let's say that _BoundColor is the circle fill color and _BgColor is the background color.
If using GLSL using the mix function. If using Unity, use the lerp function. Both function are interchanging and the parameters are the-same.
col = lerp(_BoundColor, _BgColor, t);
The t is from #2. You can now return col in the fragment function.
These are the 3 steps put together:
if (dis > radius) {
float t = smoothstep(radius + borderSize, radius - borderSize, distance);
col = lerp(_BoundColor, _BgColor, t);
}
else {
float t = smoothstep(radius + borderSize, radius - borderSize, distance);
col = lerp(_BoundColor, _BgColor, t);
}
return col;
OUTPUT WITHOUT ANTI-ALIASING:
OUTPUT WITH ANTI-ALIASING(4.5 Threshold):
Finally, the whole code(Tested on PC and Android but should work on iOS too)
Shader "Unlit/Circle Anti-Aliasing"
{
Properties
{
_BoundColor("Bound Color", Color) = (0,0.5843137254901961,1,1)
_BgColor("Background Color", Color) = (0.1176470588235294,0,0.5882352941176471,1)
_circleSizePercent("Circle Size Percent", Range(0, 100)) = 50
_border("Anti Alias Border Threshold", Range(0.00001, 5)) = 0.01
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
float _border;
fixed4 _BoundColor;
fixed4 _BgColor;
float _circleSizePercent;
struct v2f
{
float2 uv : TEXCOORD0;
};
v2f vert(
float4 vertex : POSITION, // vertex position input
float2 uv : TEXCOORD0, // texture coordinate input
out float4 outpos : SV_POSITION // clip space position output
)
{
v2f o;
o.uv = uv;
outpos = UnityObjectToClipPos(vertex);
return o;
}
float2 antialias(float radius, float borderSize, float dist)
{
float t = smoothstep(radius + borderSize, radius - borderSize, dist);
return t;
}
fixed4 frag(v2f i, UNITY_VPOS_TYPE screenPos : VPOS) : SV_Target
{
float4 col;
float2 center = _ScreenParams.xy / 2;
float maxradius = length(center);
float radius = maxradius*(_circleSizePercent / 100);
float dis = distance(screenPos.xy, center);
if (dis > radius) {
float aliasVal = antialias(radius, _border, dis);
col = lerp(_BoundColor, _BgColor, aliasVal); //NOT needed but incluse just incase
}
else {
float aliasVal = antialias(radius, _border, dis);
col = lerp(_BoundColor, _BgColor, aliasVal);
}
return col;
}
ENDCG
}
}
}
Try this:
Shader "Unlit/CircleSeletor"
{
Properties
{
_BoundColor("Bound Color", Color) = (1,1,1,1)
_BgColor("Background Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_BoundWidth("BoundWidth", float) = 10
_ComponentWidth("ComponentWidth", float) = 100
}
SubShader
{
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag Lambert alpha
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _MainTex;
float _BoundWidth;
fixed4 _BoundColor;
fixed4 _BgColor;
float _ComponentWidth;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
float antialias(float w, float d, float r) {
return 1 - (d - r - w / 2) / (2 * w);
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 c = tex2D(_MainTex,i.uv);
float x = i.uv.x;
float y = i.uv.y;
float dis = sqrt(pow((0.5 - x), 2) + pow((0.5 - y), 2));
if (dis > 0.5) {
c.a = 0;
discard;
}
else {
float innerRadius = (_ComponentWidth * 0.5 - _BoundWidth) / _ComponentWidth;
if (dis > innerRadius) {
c = _BoundColor;
//c.a = c.a*antialias(_BoundWidth, dis, innerRadius);
}
else {
c = _BgColor;
}
}
return c;
}
ENDCG
}
GrabPass{
"_MainTex2"
}
Pass
{
Blend One zero
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
fixed4 color : COLOR;
};
struct v2f
{
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float4 scrPos : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.scrPos = ComputeScreenPos(o.pos);
o.color = v.color;
return o;
}
sampler2D _MainTex2;
float4 _MainTex2_TexelSize;
fixed4 frag(v2f i) : SV_Target
{
float2 uv = (i.scrPos.xy / i.scrPos.w);
fixed4 c = tex2D(_MainTex2, uv );
fixed4 up = tex2D(_MainTex2, uv + fixed2(0, _MainTex2_TexelSize.y));
fixed4 down = tex2D(_MainTex2, uv - fixed2(0, _MainTex2_TexelSize.y));
fixed4 left = tex2D(_MainTex2, uv - fixed2(_MainTex2_TexelSize.x, 0));
fixed4 right = tex2D(_MainTex2, uv + fixed2(_MainTex2_TexelSize.x, 0));
c.rgb = (c.rgb + up.rgb + down.rgb + left.rgb + right.rgb) / 5;
c.a = (c.a + up.a + down.a + left.a + right.a) / 5;
return c;
}
ENDCG
}
}
}
After first pass I GrabPass result and apply anti-alias in second pass by averaging border pixels.