помогите с щейдером

Шейдеры и все-все-все.

помогите с щейдером

Сообщение KO3bMA 27 апр 2018, 20:59

подскажите плз, можно ли здесь убрать прозрачность и как?
шейдер составлен на коленке из двух шейдеров, стандартный Flare и Custom/ Outline
Синтаксис:
Используется glsl
Shader "Custom/Build" {
Properties {
                _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
                _OutlineColor ("Outline Color", Color) = (0,0,0,1)
                _Outline ("Outline width", Range (.002, 0.03)) = .005
                _MainTex ("Base (RGB)", 2D) = "white" {}
                _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
}
SubShader {
//              Tags { "RenderType"="Opaque" }
 Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "PreviewType"="Plane" }
                UsePass "Toon/Lighted/FORWARD"
                UsePass "Toon/Basic Outline/OUTLINE"
 Pass {
 Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "PreviewType"="Plane" }
//              Tags { "RenderType"="Opaque" }
  ZTest Always
  ZWrite Off
  Cull Off
  Fog { Mode Off }
  Blend One One

Program "vp" {
SubProgram "opengl " {
Bind "vertex" Vertex
Bind "color" Color
Bind "texcoord" TexCoord0
Vector 5 [_MainTex_ST]
"!!ARBvp1.0
PARAM c[6] = { program.local[0],
                state.matrix.mvp,
                program.local[5] };
MOV result.color, vertex.color;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[5], c[5].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.z, vertex.position, c[3];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 6 instructions, 0 R-regs
"

}
SubProgram "d3d9 " {
Bind "vertex" Vertex
Bind "color" Color
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 4 [_MainTex_ST]
"vs_2_0
dcl_position0 v0
dcl_color0 v1
dcl_texcoord0 v2
mov oD0, v1
mad oT0.xy, v2, c4, c4.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.z, v0, c2
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"

}
SubProgram "d3d11 " {
Bind "vertex" Vertex
Bind "color" Color
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 48
Vector 32 [_MainTex_ST]
ConstBuffer "UnityPerDraw" 336
Matrix 0 [glstate_matrix_mvp]
BindCB  "$Globals" 0
BindCB  "UnityPerDraw" 1
"vs_4_0
eefieceddhcpfgeeacdappnonfifhgccefinnoncabaaaaaahaacaaaaadaaaaaa
cmaaaaaajmaaaaaabaabaaaaejfdeheogiaaaaaaadaaaaaaaiaaaaaafaaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaafjaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapapaaaafpaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa
adadaaaafaepfdejfeejepeoaaedepemepfcaafeeffiedepepfceeaaepfdeheo
gmaaaaaaadaaaaaaaiaaaaaafaaaaaaaaaaaaaaaabaaaaaaadaaaaaaaaaaaaaa
apaaaaaafmaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaagcaaaaaa
aaaaaaaaaaaaaaaaadaaaaaaacaaaaaaadamaaaafdfgfpfaepfdejfeejepeoaa
edepemepfcaafeeffiedepepfceeaaklfdeieefcfiabaaaaeaaaabaafgaaaaaa
fjaaaaaeegiocaaaaaaaaaaaadaaaaaafjaaaaaeegiocaaaabaaaaaaaeaaaaaa
fpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaaddcbabaaa
acaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaadpccabaaaabaaaaaa
gfaaaaaddccabaaaacaaaaaagiaaaaacabaaaaaadiaaaaaipcaabaaaaaaaaaaa
fgbfbaaaaaaaaaaaegiocaaaabaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa
egiocaaaabaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaabaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaabaaaaaaadaaaaaapgbpbaaa
aaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaabaaaaaaegbobaaaabaaaaaa
dcaaaaaldccabaaaacaaaaaaegbabaaaacaaaaaaegiacaaaaaaaaaaaacaaaaaa
ogikcaaaaaaaaaaaacaaaaaadoaaaaab"

}
SubProgram "d3d11_9x " {
Bind "vertex" Vertex
Bind "color" Color
Bind "texcoord" TexCoord0
ConstBuffer "$Globals" 48
Vector 32 [_MainTex_ST]
ConstBuffer "UnityPerDraw" 336
Matrix 0 [glstate_matrix_mvp]
BindCB  "$Globals" 0
BindCB  "UnityPerDraw" 1
"vs_4_0_level_9_1
eefiecedfpgnedldlgeigddcfbjcieonlmlenenmabaaaaaaheadaaaaaeaaaaaa
daaaaaaadaabaaaajaacaaaaaaadaaaaebgpgodjpiaaaaaapiaaaaaaaaacpopp
liaaaaaaeaaaaaaaacaaceaaaaaadmaaaaaadmaaaaaaceaaabaadmaaaaaaacaa
abaaabaaaaaaaaaaabaaaaaaaeaaacaaaaaaaaaaaaaaaaaaaaacpoppbpaaaaac
afaaaaiaaaaaapjabpaaaaacafaaabiaabaaapjabpaaaaacafaaaciaacaaapja
aeaaaaaeabaaadoaacaaoejaabaaoekaabaaookaafaaaaadaaaaapiaaaaaffja
adaaoekaaeaaaaaeaaaaapiaacaaoekaaaaaaajaaaaaoeiaaeaaaaaeaaaaapia
aeaaoekaaaaakkjaaaaaoeiaaeaaaaaeaaaaapiaafaaoekaaaaappjaaaaaoeia
aeaaaaaeaaaaadmaaaaappiaaaaaoekaaaaaoeiaabaaaaacaaaaammaaaaaoeia
abaaaaacaaaaapoaabaaoejappppaaaafdeieefcfiabaaaaeaaaabaafgaaaaaa
fjaaaaaeegiocaaaaaaaaaaaadaaaaaafjaaaaaeegiocaaaabaaaaaaaeaaaaaa
fpaaaaadpcbabaaaaaaaaaaafpaaaaadpcbabaaaabaaaaaafpaaaaaddcbabaaa
acaaaaaaghaaaaaepccabaaaaaaaaaaaabaaaaaagfaaaaadpccabaaaabaaaaaa
gfaaaaaddccabaaaacaaaaaagiaaaaacabaaaaaadiaaaaaipcaabaaaaaaaaaaa
fgbfbaaaaaaaaaaaegiocaaaabaaaaaaabaaaaaadcaaaaakpcaabaaaaaaaaaaa
egiocaaaabaaaaaaaaaaaaaaagbabaaaaaaaaaaaegaobaaaaaaaaaaadcaaaaak
pcaabaaaaaaaaaaaegiocaaaabaaaaaaacaaaaaakgbkbaaaaaaaaaaaegaobaaa
aaaaaaaadcaaaaakpccabaaaaaaaaaaaegiocaaaabaaaaaaadaaaaaapgbpbaaa
aaaaaaaaegaobaaaaaaaaaaadgaaaaafpccabaaaabaaaaaaegbobaaaabaaaaaa
dcaaaaaldccabaaaacaaaaaaegbabaaaacaaaaaaegiacaaaaaaaaaaaacaaaaaa
ogikcaaaaaaaaaaaacaaaaaadoaaaaabejfdeheogiaaaaaaadaaaaaaaiaaaaaa
faaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaapapaaaafjaaaaaaaaaaaaaa
aaaaaaaaadaaaaaaabaaaaaaapapaaaafpaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
acaaaaaaadadaaaafaepfdejfeejepeoaaedepemepfcaafeeffiedepepfceeaa
epfdeheogmaaaaaaadaaaaaaaiaaaaaafaaaaaaaaaaaaaaaabaaaaaaadaaaaaa
aaaaaaaaapaaaaaafmaaaaaaaaaaaaaaaaaaaaaaadaaaaaaabaaaaaaapaaaaaa
gcaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaadamaaaafdfgfpfaepfdejfe
ejepeoaaedepemepfcaafeeffiedepepfceeaakl"

}
SubProgram "gles " {
"!!GLES


#ifdef VERTEX

attribute vec4 _glesVertex;
attribute vec4 _glesColor;
attribute vec4 _glesMultiTexCoord0;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _MainTex_ST;
varying lowp vec4 xlv_COLOR;
varying highp vec2 xlv_TEXCOORD0;
void main ()
{
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_COLOR = _glesColor;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
}



#endif
#ifdef FRAGMENT

uniform sampler2D _MainTex;
varying lowp vec4 xlv_COLOR;
varying highp vec2 xlv_TEXCOORD0;
void main ()
{
  lowp vec4 col_1;
  lowp vec4 tmpvar_2;
  tmpvar_2 = texture2D (_MainTex, xlv_TEXCOORD0);
  col_1.xyz = (xlv_COLOR.xyz * tmpvar_2.xyz);
  col_1.w = tmpvar_2.w;
  gl_FragData[0] = col_1;
}



#endif"

}
SubProgram "flash " {
Bind "vertex" Vertex
Bind "color" Color
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 4 [_MainTex_ST]
"agal_vs
[bc]
aaaaaaaaahaaapaeacaaaaoeaaaaaaaaaaaaaaaaaaaaaaaa mov v7, a2
adaaaaaaaaaaadacadaaaaoeaaaaaaaaaeaaaaoeabaaaaaa mul r0.xy, a3, c4
abaaaaaaaaaaadaeaaaaaafeacaaaaaaaeaaaaooabaaaaaa add v0.xy, r0.xyyy, c4.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaaeadaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 o0.z, a0, c2
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
"

}
SubProgram "glesdesktop " {
"!!GLES


#ifdef VERTEX

attribute vec4 _glesVertex;
attribute vec4 _glesColor;
attribute vec4 _glesMultiTexCoord0;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _MainTex_ST;
varying lowp vec4 xlv_COLOR;
varying highp vec2 xlv_TEXCOORD0;
void main ()
{
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_COLOR = _glesColor;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
}



#endif
#ifdef FRAGMENT

uniform sampler2D _MainTex;
varying lowp vec4 xlv_COLOR;
varying highp vec2 xlv_TEXCOORD0;
void main ()
{
  lowp vec4 col_1;
  lowp vec4 tmpvar_2;
  tmpvar_2 = texture2D (_MainTex, xlv_TEXCOORD0);
  col_1.xyz = (xlv_COLOR.xyz * tmpvar_2.xyz);
  col_1.w = tmpvar_2.w;
  gl_FragData[0] = col_1;
}



#endif"

}
SubProgram "gles3 " {
"!!GLES3#version 300 es


#ifdef VERTEX


in vec4 _glesVertex;
in vec4 _glesColor;
in vec4 _glesMultiTexCoord0;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _MainTex_ST;
out lowp vec4 xlv_COLOR;
out highp vec2 xlv_TEXCOORD0;
void main ()
{
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_COLOR = _glesColor;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
}



#endif
#ifdef FRAGMENT


layout(location=0) out mediump vec4 _glesFragData[4];
uniform sampler2D _MainTex;
in lowp vec4 xlv_COLOR;
in highp vec2 xlv_TEXCOORD0;
void main ()
{
  lowp vec4 col_1;
  lowp vec4 tmpvar_2;
  tmpvar_2 = texture (_MainTex, xlv_TEXCOORD0);
  col_1.xyz = (xlv_COLOR.xyz * tmpvar_2.xyz);
  col_1.w = tmpvar_2.w;
  _glesFragData[0] = col_1;
}



#endif"

}
SubProgram "metal " {
Bind "vertex" ATTR0
Bind "color" ATTR1
Bind "texcoord" ATTR2
ConstBuffer "$Globals" 80
Matrix 0 [glstate_matrix_mvp]
Vector 64 [_MainTex_ST]
"metal_vs
#include <metal_stdlib>
using namespace metal;
struct xlatMtlShaderInput {
  float4 _glesVertex [[attribute(0)]];
  float4 _glesColor [[attribute(1)]];
  float4 _glesMultiTexCoord0 [[attribute(2)]];
};
struct xlatMtlShaderOutput {
  float4 gl_Position [[position]];
  half4 xlv_COLOR;
  float2 xlv_TEXCOORD0;
};
struct xlatMtlShaderUniform {
  float4x4 glstate_matrix_mvp;
  float4 _MainTex_ST;
};
vertex xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
{
  xlatMtlShaderOutput _mtl_o;
  half4 tmpvar_1;
  tmpvar_1 = half4(_mtl_i._glesColor);
  _mtl_o.gl_Position = (_mtl_u.glstate_matrix_mvp * _mtl_i._glesVertex);
  _mtl_o.xlv_COLOR = tmpvar_1;
  _mtl_o.xlv_TEXCOORD0 = ((_mtl_i._glesMultiTexCoord0.xy * _mtl_u._MainTex_ST.xy) + _mtl_u._MainTex_ST.zw);
  return _mtl_o;
}

"

}
}
Program "fp" {
SubProgram "opengl " {
SetTexture 0 [_MainTex] 2D 0
"!!ARBfp1.0
TEMP R0;
TEX R0, fragment.texcoord[0], texture[0], 2D;
MOV result.color.w, R0;
MUL result.color.xyz, R0, fragment.color.primary;
END
# 3 instructions, 1 R-regs
"

}
SubProgram "d3d9 " {
SetTexture 0 [_MainTex] 2D 0
"ps_2_0
dcl_2d s0
dcl v0.xyz
dcl t0.xy
texld r0, t0, s0
mul_pp r0.xyz, r0, v0
mov_pp oC0, r0
"

}
SubProgram "d3d11 " {
SetTexture 0 [_MainTex] 2D 0
"ps_4_0
eefiecednpcgclgnlgbjhaphnllflbfkgifjiamfabaaaaaaieabaaaaadaaaaaa
cmaaaaaakaaaaaaaneaaaaaaejfdeheogmaaaaaaadaaaaaaaiaaaaaafaaaaaaa
aaaaaaaaabaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaaaaaaaaaaaaaaaaaa
adaaaaaaabaaaaaaapahaaaagcaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaa
adadaaaafdfgfpfaepfdejfeejepeoaaedepemepfcaafeeffiedepepfceeaakl
epfdeheocmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
aaaaaaaaapaaaaaafdfgfpfegbhcghgfheaaklklfdeieefckiaaaaaaeaaaaaaa
ckaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaaffffaaaa
gcbaaaadhcbabaaaabaaaaaagcbaaaaddcbabaaaacaaaaaagfaaaaadpccabaaa
aaaaaaaagiaaaaacabaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaaacaaaaaa
eghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahhccabaaaaaaaaaaaegacbaaa
aaaaaaaaegbcbaaaabaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaaaaaaaaaa
doaaaaab"

}
SubProgram "d3d11_9x " {
SetTexture 0 [_MainTex] 2D 0
"ps_4_0_level_9_1
eefiecedeobjecnajjcaeandmbhjkphhpjjcelbhabaaaaaabaacaaaaaeaaaaaa
daaaaaaaliaaaaaagiabaaaanmabaaaaebgpgodjiaaaaaaaiaaaaaaaaaacpppp
fiaaaaaaciaaaaaaaaaaciaaaaaaciaaaaaaciaaabaaceaaaaaaciaaaaaaaaaa
aaacppppbpaaaaacaaaaaaiaaaaacplabpaaaaacaaaaaaiaabaaadlabpaaaaac
aaaaaajaaaaiapkaecaaaaadaaaacpiaabaaoelaaaaioekaafaaaaadaaaachia
aaaaoeiaaaaaoelaabaaaaacaaaicpiaaaaaoeiappppaaaafdeieefckiaaaaaa
eaaaaaaackaaaaaafkaaaaadaagabaaaaaaaaaaafibiaaaeaahabaaaaaaaaaaa
ffffaaaagcbaaaadhcbabaaaabaaaaaagcbaaaaddcbabaaaacaaaaaagfaaaaad
pccabaaaaaaaaaaagiaaaaacabaaaaaaefaaaaajpcaabaaaaaaaaaaaegbabaaa
acaaaaaaeghobaaaaaaaaaaaaagabaaaaaaaaaaadiaaaaahhccabaaaaaaaaaaa
egacbaaaaaaaaaaaegbcbaaaabaaaaaadgaaaaaficcabaaaaaaaaaaadkaabaaa
aaaaaaaadoaaaaabejfdeheogmaaaaaaadaaaaaaaiaaaaaafaaaaaaaaaaaaaaa
abaaaaaaadaaaaaaaaaaaaaaapaaaaaafmaaaaaaaaaaaaaaaaaaaaaaadaaaaaa
abaaaaaaapahaaaagcaaaaaaaaaaaaaaaaaaaaaaadaaaaaaacaaaaaaadadaaaa
fdfgfpfaepfdejfeejepeoaaedepemepfcaafeeffiedepepfceeaaklepfdeheo
cmaaaaaaabaaaaaaaiaaaaaacaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaa
apaaaaaafdfgfpfegbhcghgfheaaklkl"

}
SubProgram "gles " {
"!!GLES"
}
SubProgram "flash " {
SetTexture 0 [_MainTex] 2D 0
"agal_ps
[bc]
ciaaaaaaaaaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r0, v0, s0 <2d wrap linear point>
adaaaaaaaaaaahacaaaaaakeacaaaaaaahaaaaoeaeaaaaaa mul r0.xyz, r0.xyzz, v7
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"

}
SubProgram "glesdesktop " {
"!!GLES"
}
SubProgram "gles3 " {
"!!GLES3"
}
SubProgram "metal " {
SetTexture 0 [_MainTex] 2D 0
"metal_fs
#include <metal_stdlib>
using namespace metal;
struct xlatMtlShaderInput {
  half4 xlv_COLOR;
  float2 xlv_TEXCOORD0;
};
struct xlatMtlShaderOutput {
  half4 _glesFragData_0 [[color(0)]];
};
struct xlatMtlShaderUniform {
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]
  ,   texture2d<half> _MainTex [[texture(0)]], sampler _mtlsmp__MainTex [[sampler(0)]])
{
  xlatMtlShaderOutput _mtl_o;
  half4 col_1;
  half4 tmpvar_2;
  tmpvar_2 = _MainTex.sample(_mtlsmp__MainTex, (float2)(_mtl_i.xlv_TEXCOORD0));
  col_1.xyz = (_mtl_i.xlv_COLOR.xyz * tmpvar_2.xyz);
  col_1.w = tmpvar_2.w;
  _mtl_o._glesFragData_0 = col_1;
  return _mtl_o;
}

"

}
}
 }
}
}
}
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KO3bMA
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Re: помогите с щейдером

Сообщение Cr0c 28 апр 2018, 12:08

Попробуй заменить
"RenderType"="Opaque"
на
"RenderType"="Transparent"
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Cr0c
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Re: помогите с щейдером

Сообщение KO3bMA 28 апр 2018, 12:42

Cr0c писал(а):Попробуй заменить
"RenderType"="Opaque"
на
"RenderType"="Transparent"

дак заменил же уже ), и так и так эффекта нет
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KO3bMA
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Re: помогите с щейдером

Сообщение KO3bMA 28 апр 2018, 12:49

ИзображениеИзображение
справа с новым шейдером, слева обычный Outline, хотелось бы чтобы справа не было прозрачности
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KO3bMA
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