Well, there is a lot of questions related to the topic but nothing has helped me so far.
I’m trying to make an object appear/disappear smoothly by changing it’s transparency, however transparent shaders make object always a bit transparent.
I tried setting up my own shader, but considering it was my first try it didn’t end up quite well. I got an not transparent object that disappears, but it looked like shit (no shades etc).
My question is – how do you do it? Or rather, what would I have to change in my code to make it work or in a shader to make it not look bad?
FadeIn
private IEnumerator FadeIn(Renderer renderer)
{
Color color = renderer.material.color;
color.a = 0;
renderer.material.color = color;
float duration = 1.0f;
float elapsedTime = 0;
while (elapsedTime < duration)
{
elapsedTime += Time.deltaTime;
color.a = Mathf.Clamp01(elapsedTime / duration);
renderer.material.color = color;
yield return null;
}
color.a = 1;
renderer.material.color = color;
}
My custom shader (
Shader "Custom/TransparentDefault"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 200
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _Color;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
return col;
}
ENDCG
}
}
}