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@jhocking
Last active February 19, 2022 15:49
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Unlit shader with both transparency and depth sorting
// addresses https://forum.unity.com/threads/gltfutility-a-simple-gltf-plugin.654319/page-3#post-6041123
// relevant documentation:
// https://docs.unity3d.com/Manual/SL-Blend.html
// https://docs.unity3d.com/Manual/SL-CullAndDepth.html
// https://forum.unity.com/threads/function-of-the-clip-command.93179/
// clip() is basically the same as 'discard' https://learnopengl.com/Advanced-OpenGL/Blending
// https://answers.unity.com/questions/1242982/discard-pixels-from-fragment-shader-based-on-scree.html
// if you don't want 'float4 _MainTex_ST;' and TRANSFORM_TEX(v.uv, _MainTex);
// https://docs.unity3d.com/ScriptReference/MaterialProperty.PropFlags.NoScaleOffset.html
Shader "Custom/UnlitTransparentWithDepth" {
Properties {
[NoScaleOffset] _MainTex ("Albedo (RGB)", 2D) = "white" {}
}
// multiple render passes, in order to write to the zbuffer before drawing visible surfaces
SubShader {
Tags {
"Queue" = "Transparent"
}
Pass {
ZWrite On
Cull Off // make double sided
ColorMask 0 // don't draw any color
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv; // just pass through with no scale/offset
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
clip(col.a - .97); // remove non-opaque pixels from writing to zbuffer
return col;
}
ENDCG
}
Pass
{
ZWrite Off
Cull Off // make double sided
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv; // just pass through with no scale/offset
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
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