I got this shader from somewhere which i forgot, the default is only use solid color for the effect being hit. so i try to modified it to make it support shield texture as well.
Shader "TFTM/FX/Shield2" {
Properties {
_Position ("Collision", Vector) = (-1, -1, -1, -1)
_MaxDistance ("Effect Size", float) = 40
_ShieldColor ("Color (RGBA)", Color) = (0.7, 1, 1, 0)
_EmissionColor ("Emission color (RGBA)", Color) = (0.7, 1, 1, 0.01)
_EffectTime ("Effect Time (ms)", float) = 0
_MainTex ("Texture (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 2000
Cull Off
CGPROGRAM
#pragma surface surf Lambert vertex:vert alpha
#pragma target 3.0
struct Input {
float customDist;
float2 uv_MainTex;
};
sampler2D _MainTex;
float4 _Position;
float _MaxDistance;
float4 _ShieldColor;
float4 _EmissionColor;
float _EffectTime;
float _Amount;
void vert (inout appdata_full v, out Input o) {
o.customDist = distance(_Position.xyz, v.vertex.xyz);
o.uv_MainTex = v.texcoord;
}
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb;//_ShieldColor.rgb;
o.Emission = _EmissionColor;
if(_EffectTime > 0)
{
if(IN.customDist < _MaxDistance){
o.Alpha = _EffectTime/500 - (IN.customDist / _MaxDistance) + _ShieldColor.a;
if(o.Alpha < _ShieldColor.a){
o.Alpha = _ShieldColor.a;
}
}
else {
o.Alpha = _ShieldColor.a;
}
}
else{
o.Alpha = o.Alpha = _ShieldColor.a;
}
}
ENDCG
}
Fallback "Transparent/Diffuse"
}
I replace color with texture here
o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb;//_ShieldColor.rgb;
but it is not working, it appear as one single color instead of texture around it.
The problem is with o.Aplha
. In the shader you published, surf
returns Alpha regardless of texture, so you need to change surf
method to set output Alpha based on texture.
It can be done this way:
1) Replace
o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb;//_ShieldColor.rgb;
with
// Read texture and set it to vector4
half4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
2) Insert
o.Alpha *= c.a;
after
else {
o.Alpha = o.Alpha = _ShieldColor.a;
}
Result looks smth like this:
Complete result shader code:
Shader "TFTM/FX/Shield2" {
Properties {
_Position("Collision", Vector) = (-1, -1, -1, -1)
_MaxDistance("Effect Size", float) = 40
_ShieldColor("Color (RGBA)", Color) = (0.7, 1, 1, 0)
_EmissionColor("Emission color (RGBA)", Color) = (0.7, 1, 1, 0.01)
_EffectTime("Effect Time (ms)", float) = 0
_MainTex("Texture (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 2000
Cull Off
CGPROGRAM
#pragma surface surf Lambert vertex:vert alpha
#pragma target 3.0
struct Input {
float customDist;
float2 uv_MainTex;
};
sampler2D _MainTex;
float4 _Position;
float _MaxDistance;
float4 _ShieldColor;
float4 _EmissionColor;
float _EffectTime;
float _Amount;
void vert(inout appdata_full v, out Input o) {
o.customDist = distance(_Position.xyz, v.vertex.xyz);
o.uv_MainTex = v.texcoord;
}
void surf(Input IN, inout SurfaceOutput o) {
half4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;//_ShieldColor.rgb;
o.Emission = _EmissionColor;
if (_EffectTime > 0)
{
if (IN.customDist < _MaxDistance) {
o.Alpha = _EffectTime / 500 - (IN.customDist / _MaxDistance) + _ShieldColor.a;
if (o.Alpha < _ShieldColor.a) {
o.Alpha = _ShieldColor.a;
}
}
else {
o.Alpha = _ShieldColor.a;
}
}
else {
o.Alpha = o.Alpha = _ShieldColor.a;
}
o.Alpha *= c.a;
}
ENDCG
}
Fallback "Transparent/Diffuse"
}
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