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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