Combining 2 shader scripts in Unity from the Asset Store - unity3d

Im a student animation and learning to write c# scripts on my own. Im trying to combine 2 shader scripts from Unity into one: one scripts is a shading effect that lets objects fade due to a range of a gizmo.
You can find it in the Asset store here for details:
World Space Fading Effect
https://assetstore.unity.com/packages/vfx/shaders/world-space-fading-transitions-98207
And the other script adds a cutout from the alpha in the maintex and ignore the lighting settings of the object.
Fading script:
Shader "Fading/Surface/DissolveGlowEdited" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
//_Noise ("noise", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
//_spread ("dissolveSpread", Range(0,1)) = 1.0
_GlowIntensity("Glow Intensity", Range(0.0, 5.0)) = 1
_GlowScale("Glow Size", Range(0.0, 5.0)) = 1.0
_Glow("Glow Color", Color) = (1, 0, 0, 1)
_GlowEnd("Glow End Color", Color) = (1, 1, 0, 1)
_GlowColFac("Glow Colorshift", Range(0.01, 2.0)) = 0.5
_SectionColor ("Section Color", Color) = (1,0,0,1)
[Toggle] _inverse("inverse", Float) = 0
[Toggle] _doubleSided ("doubleSided", Float) = 1
[Toggle(RETRACT_BACKFACES)] _retractBackfaces("retractBackfaces", Float) = 0
[Toggle(DISSOLVE_GLOW)] _glowdissolve("glowdissolve", Float) = 1
}
SubShader {
Tags { "RenderType"="Clipping" }
LOD 200
// ------------------------------------------------------------------
Cull off
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard addshadow vertex:vert
#pragma multi_compile __ FADE_PLANE FADE_SPHERE
#pragma shader_feature RETRACT_BACKFACES
#pragma shader_feature DISSOLVE_GLOW
#include "CGIncludes/section_clipping_CS.cginc"
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.5
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float3 worldPos;
float myface : VFACE;
};
half _BackfaceExtrusion;
void vert (inout appdata_full v) {
#if RETRACT_BACKFACES
float3 viewDir = ObjSpaceViewDir(v.vertex);
float dotProduct = dot(v.normal, viewDir);
if(dotProduct<0) {
float3 worldPos = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1)).xyz;
float3 worldNorm = UnityObjectToWorldNormal(v.normal);
worldPos -= worldNorm * _BackfaceExtrusion;
v.vertex.xyz = mul(unity_WorldToObject, float4(worldPos, 1)).xyz;
}
#endif
}
half _Glossiness;
half _Metallic;
fixed4 _Color;
fixed4 _SectionColor;
fixed _doubleSided;
fixed4 _Glow;
fixed4 _GlowEnd;
half _GlowScale;
half _GlowColFac;
half _GlowIntensity;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 glowCol = fixed4(0,0,0,0);
//if(IN.myface<0&&_doubleSided==0) discard;
#if (FADE_PLANE || FADE_SPHERE)&& DISSOLVE_GLOW
if(IN.myface<0&&_doubleSided==0) discard; else PLANE_CLIP(IN.worldPos);
float4 fade = PLANE_FADE(IN.worldPos);
//Combine texture factor with geometry coefficient from vertex routine.
half dFinal = fade.a;
//Shift the computed raw alpha value based on the scale factor of the glow.
//Scale the shifted value based on effect intensity.
half dPredict = (_GlowScale - dFinal) * _GlowIntensity;
//Change colour interpolation by adding in another factor controlling the gradient.
half dPredictCol = (_GlowScale * _GlowColFac - dFinal) * _GlowIntensity;
//Calculate and clamp glow colour.
glowCol = dPredict * lerp(_Glow, _GlowEnd, clamp(dPredictCol, 0.0f, 1.0f));
glowCol = clamp(glowCol, 0.0f, 1.0f);
#endif
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
if(IN.myface>0)
{
#if (FADE_PLANE || FADE_SPHERE)&& DISSOLVE_GLOW
glowCol = clamp(glowCol, 0.0f, 1.0f);
o.Emission = glowCol;
#endif
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
else
{
#if (FADE_PLANE || FADE_SPHERE)&& DISSOLVE_GLOW
glowCol.rgb = lerp(glowCol.rgb, 0.5*o.Albedo, dFinal);
glowCol = clamp(glowCol, 0.0f, 1.0f);
if(dFinal>1) glowCol.rgb = 0.5*o.Albedo;
o.Emission = glowCol;
#else
o.Emission = 0.5*o.Albedo;
#endif
o.Albedo = float3(0,0,0);
}
}
ENDCG
}
FallBack "Diffuse"
}
Flat shade / cutout script:
Shader "Unlit/Transparent Color CutoutTrans" {
Properties {
_Color ("Color Tint", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="TransparentCutoff"}
Pass {
Alphatest Greater [_Cutoff]
Lighting Off
SetTexture [_MainTex] {
constantColor [_Color]
combine texture * constant DOUBLE
}
}
}
}
The problem I have is if I combine it, it still read one of the scripts at the time, and not the two of them.
Does someone knows why and how it can be fixed? Many thanks!

If all what you want is to use the first shader but with alpha cutoff then according to the optional parameters section in the documentation you can do the following:
In the properties section in the 1st shader add:
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
Then, edit the line:
#pragma surface surf Standard addshadow vertex:vert
to be:
#pragma surface surf Standard addshadow vertex:vert alphatest:_Cutoff

Related

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I thought that it might be the link between the plane, the material and the shader but it doesn't seem to help. I don't have any idea of what I did wrong. I tried with and without GPU instancing and it does not change anything.
You forgot to declare that you want to use a vertex function.
Add this before or after the other pragma
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Custom shader casts shadows but cannot receive them

I have two shaders for my 2d sprites to cast shadows when they are "stood up" 10 degrees off a flat plane.
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This may not be the answer anyone in the future wants to see, but it is the one I went with. Originally I was unable to figure out a URP shader to do what I wanted. I was however able to find one that suited my needs later on.
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https://www.youtube.com/watch?v=d_OBjV7c1CY

Masking 3D object with custom shader in Unity

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