Created
May 2, 2024 20:28
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Shader which fixed issues with standard object if apply fade render query
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Shader "Custom/Transparency " | |
{ | |
Properties | |
{ | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_Color ("Color", Color) = (1,1,1) | |
} | |
SubShader | |
{ | |
CGPROGRAM | |
#pragma surface surf Lambert noforwardadd | |
sampler2D _MainTex; | |
struct Input { | |
float2 uv_MainTex; | |
float4 screenPos; | |
}; | |
float4 _Color; | |
void surf (Input IN, inout SurfaceOutput o) { | |
fixed4 c = tex2D(_MainTex, IN.uv_MainTex); | |
o.Albedo = c.rgb * _Color; | |
float4x4 thresholdMatrix = | |
{ 1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0, | |
13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0, | |
4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0, | |
16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0 | |
}; | |
float4x4 _RowAccess = { 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 }; | |
float2 pos = IN.screenPos.xy / IN.screenPos.w; | |
pos *= _ScreenParams.xy; // pixel position | |
clip(_Color.a - thresholdMatrix[fmod(pos.x, 4)] * _RowAccess[fmod(pos.y, 4)]); | |
} | |
ENDCG | |
} | |
Fallback "Diffuse" | |
} |
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Probably implement dither in standard Lit shader 🤔