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| 1 | +// Diffuse shader with stipple transparency |
| 2 | +// by Alex Ocias - https://ocias.com |
| 3 | +// source: https://ocias.com/blog/unity-stipple-transparency-shader/ |
| 4 | +// based on an article by Digital Rune: https://www.digitalrune.com/Blog/Post/1743/Screen-Door-Transparency |
| 5 | + |
| 6 | +// Simplified Diffuse shader. Differences from regular Diffuse one: |
| 7 | +// - no Main Color |
| 8 | +// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. |
| 9 | + |
| 10 | +Shader "Ocias/Diffuse (Stipple Transparency)" { |
| 11 | +Properties { |
| 12 | + _MainTex ("Base (RGB)", 2D) = "white" {} |
| 13 | + _Transparency ("Transparency", Range(0,1)) = 1.0 |
| 14 | +} |
| 15 | +SubShader { |
| 16 | + Tags { "RenderType"="Opaque" } |
| 17 | + LOD 150 |
| 18 | + |
| 19 | +CGPROGRAM |
| 20 | +#pragma surface surf Lambert noforwardadd |
| 21 | + |
| 22 | +sampler2D _MainTex; |
| 23 | + |
| 24 | +struct Input { |
| 25 | + float2 uv_MainTex; |
| 26 | + float4 screenPos; |
| 27 | +}; |
| 28 | + |
| 29 | +half _Transparency; |
| 30 | + |
| 31 | +void surf (Input IN, inout SurfaceOutput o) { |
| 32 | + fixed4 c = tex2D(_MainTex, IN.uv_MainTex); |
| 33 | + o.Albedo = c.rgb; |
| 34 | + o.Alpha = c.a; |
| 35 | + |
| 36 | + // Screen-door transparency: Discard pixel if below threshold. |
| 37 | + float4x4 thresholdMatrix = |
| 38 | + { 1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0, |
| 39 | + 13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0, |
| 40 | + 4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0, |
| 41 | + 16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0 |
| 42 | + }; |
| 43 | + float4x4 _RowAccess = { 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 }; |
| 44 | + float2 pos = IN.screenPos.xy / IN.screenPos.w; |
| 45 | + pos *= _ScreenParams.xy; // pixel position |
| 46 | + clip(_Transparency - thresholdMatrix[fmod(pos.x, 4)] * _RowAccess[fmod(pos.y, 4)]); |
| 47 | +} |
| 48 | +ENDCG |
| 49 | +} |
| 50 | + |
| 51 | +Fallback "Mobile/VertexLit" |
| 52 | +} |
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