how is Unity Shader Transparent Performed?

By making the Unity Shader transparent, you’ll have done some optimization. In October, you need to make code Association so that the Unity shader can make it transparent. Unity Shader optimization is also included.

how to make unity shader transparent?
how are unity shader transparency settings made?

What is Unity Shader?

Unity 3d rendering software is the general name of the expression, as understood by the rendering engine used, of the features that determine the entire visual interaction of geometry with light, camera, and Environment and The Shape of the result. Its content can be determined from the simplest to the color; from the most intricate to the texture above the surface normal, proximity to other geometries, light sources, and the pain of looking at the camera. it is sometimes also called shader network.

See our article on more Unity 3D Game Development: What is Unity

Unity Shader Transparent operations

Before performing unity Shader transparency, if your”_color” script gets an alpha value, your script will not run because there are no properties in the”_color” shader, and you cannot perform shader transparency. Unity Shader transparency is not set to provide transparency in any way. For this, you need to take additional action. To ensure unity Shader transparency creates the process, you must add October source code to the SubShader, and the example is as follows:

        Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
        ZWrite Off
        Blend SrcAlpha OneMinusSrcAlpha
        Cull front 
        LOD 100

When you add this code content to the required C# field, you complete unity shader transparency. In October, when you browse the unity shader optimization article, you will have performed the best shader optimization.

READ >   What is Unity Coroutine? How is it Used? (2021)

Detailed unity Shader transparency source code:

Shader "InsideVisible" 
{
    Properties 
    {
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _Color ("Color (RGBA)", Color) = (1, 1, 1, 1) // add _Color property
    }

    SubShader 
    {
        Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
        ZWrite Off
        Blend SrcAlpha OneMinusSrcAlpha
        Cull front 
        LOD 100

        Pass 
        {
            CGPROGRAM

            #pragma vertex vert alpha
            #pragma fragment frag alpha

            #include "UnityCG.cginc"

            struct appdata_t 
            {
                float4 vertex   : POSITION;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f 
            {
                float4 vertex  : SV_POSITION;
                half2 texcoord : TEXCOORD0;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            float4 _Color;

            v2f vert (appdata_t v)
            {
                v2f o;

                o.vertex     = mul(UNITY_MATRIX_MVP, v.vertex);
                v.texcoord.x = 1 - v.texcoord.x;
                o.texcoord   = TRANSFORM_TEX(v.texcoord, _MainTex);

                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col = tex2D(_MainTex, i.texcoord) * _Color; // multiply by _Color
                return col;
            }

            ENDCG
        }
    }
}

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