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Transparent/diffuse using fullforwardshadows

So Im trying to make it so I can use forward rending so i can create shadows using spotlights and point lights. I have it so it will work for non-transparent objects. Now im trying to get semi-transparent objects to work. Im adjusting the built-in Transparen/Diffuse Shader as a foundation. I trying adding in the same #pragma as before, as shown below but the image is the result I got on my semi-transparent texture of a tree. Any help would be very much appreciated!! :) Shader "Tremble/Transparent/Diffuse" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 200 CGPROGRAM #pragma surface surf Lambert fullforwardshadows #pragma surface surf Lambert alpha sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } Fallback "Transparent/VertexLit" } ![alt text][1] [1]: /storage/temp/19662-tmp.png

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