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Projector not ignoring lights in Unity

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I have dificulties trying to figure out how to make the projection look opaque and visible on lightings. I can barely see the colors and there is a little transparency left to the projection even when I set the falloff value to 1. Here is the shader code :

// Upgrade NOTE: replaced '_Projector' with 'unity_Projector' // Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'  Shader "Projector/AdditiveTint" {     Properties {         _Color ("Tint Color", Color) = (1,1,1,1)         _Attenuation ("Falloff", Range(0.0, 1.0)) = 1.0         _ShadowTex ("Cookie", 2D) = "gray" {}     }     Subshader {         Tags {"Queue"="Transparent"}         Pass {             ZWrite Off             ColorMask RGB             Blend SrcAlpha One // Additive blending             Offset -1, -1              CGPROGRAM             #pragma vertex vert             #pragma fragment frag             #include "UnityCG.cginc"                          struct v2f {                 float4 uvShadow : TEXCOORD0;                 float4 pos : SV_POSITION;             };                          float4x4 unity_Projector;             float4x4 unity_ProjectorClip;                          v2f vert (float4 vertex : POSITION)             {                 v2f o;                 o.pos = UnityObjectToClipPos (vertex);                 o.uvShadow = mul (unity_Projector, vertex);                 return o;             }                          sampler2D _ShadowTex;             fixed4 _Color;             float _Attenuation;                          fixed4 frag (v2f i) : SV_Target             {                 // Apply alpha mask                 fixed4 texCookie = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));                 fixed4 outColor = _Color * texCookie.a;                 // Attenuation                 float depth = i.uvShadow.z; // [-1 (near), 1 (far)]                 return outColor * clamp(1.0 - abs(depth) + _Attenuation, 0.0, 1.0);             }             ENDCG         }     } } 

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