Hi!
I've created a new shader, and it works fine in most of the cases. Including Alpha clipping and in other conditions. But, for some reason it is not rendering correctly when I have multiple atlas, depths and panels. The sprite disappear. But if I make a copy of this object and place it outside of it's parent panel, both become visible.
The ideia behind this shader is simple: Find the Pure Red and Pure Pink and replace by the color passed as a parameter to the shader (the same parameter used on NGUI).
Did I use something that NGUI doesn't support on the panel/atlas handling? Thanks!
Shader "Unlit/Transparent Colored Swap"
{
Properties
{
_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
}
SubShader
{
LOD 200
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Offset -1, -1
Fog { Mode Off }
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
struct appdata_t
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 worldPos : TEXCOORD1;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.color = v.color;
o.texcoord = v.texcoord;
o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex);
return o;
}
half4 frag (v2f IN) : COLOR
{
// Sample the texture
half4 col = tex2D(_MainTex, IN.texcoord);
float2 factor = abs(IN.worldPos);
float val = 1.0 - max(factor.x, factor.y);
// Option 1: 'if' statement
if (val < 0.0) col.a = 0.0;
// Option 2: no 'if' statement -- may be faster on some devices
//col.a *= ceil(clamp(val, 0.0, 1.0));
if (col.r == 1 && col.g == 0 && col.b == 1 && col.a > 0)
{
return IN.color;
}
else if (col.r == 1 && col.g == 0 && col.b == 0 && col.a > 0) {
fixed4 c = IN.color*0.65;
c.a = IN.color.a;
return c;
}
else {
return (1,1,1,IN.color.a) * col;
}
}
ENDCG
}
}
SubShader
{
LOD 100
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Pass
{
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
ColorMask RGB
AlphaTest Greater .01
Blend SrcAlpha OneMinusSrcAlpha
ColorMaterial AmbientAndDiffuse
SetTexture [_MainTex]
{
Combine Texture * Primary
}
}
}
}