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Problem with transparent shader on iOS

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Hi, I'm trying to write a shader that moves the leaves of a tree, but I need to be able to make the leaves transparent. It works fine in the editor, however on iPhone the leaves are transparent, but when there is a character behind the leaves it is not drawn... My shader below. Why do I have this problem on iOS, and how could I solve it? Thanks for help :) Shader "Nature/Tree Creator Leaves Fast_Custom" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _Cutoff ("Alpha cutoff", Range(0,1)) = 0.3 _Alpha ("Alpha", Range(0,1)) = 0.3 _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} // These are here only to provide default values _Scale ("Scale", Vector) = (1,1,1,1) _SquashAmount ("Squash", Float) = 1 } SubShader { Tags { "IgnoreProjector"="True" "RenderType" = "Transparent" } LOD 200 Pass { Tags { "Queue"= "Transparent" "RenderType"="Transparent" "LightMode" = "Always"} ZTest Always ZWrite On ColorMask RGBA Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM // Upgrade NOTE: excluded shader from DX11 and Xbox360; has structs without semantics (struct v2f_leaf members alpha) #pragma exclude_renderers d3d11 xbox360 #include "TreeVertexLit.cginc" #pragma vertex VertexLeaf #pragma fragment FragmentLeaf #pragma exclude_renderers flash #pragma multi_compile_fwdbase nolightmap sampler2D _MainTex; float4 _MainTex_ST; float _Cutoff; float _Alpha; sampler2D _ShadowMapTexture; struct v2f_leaf { float4 pos : SV_POSITION; fixed4 diffuse : COLOR0; float2 uv : TEXCOORD0; }; v2f_leaf VertexLeaf (appdata_full v) { v2f_leaf o; TreeVertLeaf(v); o.pos = mul(UNITY_MATRIX_MVP, v.vertex); fixed3 color = v.color.rgb * _Color.rgb;// * ao; float3 worldN = mul ((float3x3)_Object2World, SCALED_NORMAL); o.diffuse.rgb = _Color;//ShadeTranslucentLights (v.vertex, worldN) * color; o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } float4 FragmentLeaf (v2f_leaf IN) : COLOR { float4 albedo = tex2D(_MainTex, IN.uv); float alpha = albedo.a; clip (alpha - _Cutoff); albedo.a = _Alpha; half4 light = IN.diffuse; return float4(albedo.rgb * light, albedo.a); } ENDCG } } Dependency "OptimizedShader" = "Hidden/Nature/Tree Creator Leaves Fast Optimized" FallBack "Transparent/Diffuse" }

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