How can I fade player character when he goes inside or outside of the area? Planned...
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How can I fade player character when he goes inside or outside of the area?
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$begingroup$
I want to fade the player when he goes out of the area.
For example, suppose a person enters a building. When a person is outside of the building, he shouldn't be seen, but when he enters he gradually becomes visible (using fading effect).
when elephant is inside green area his alpha should be 1
when elephant is outside of green area his alpha should be 0
unity shaders
$endgroup$
add a comment |
$begingroup$
I want to fade the player when he goes out of the area.
For example, suppose a person enters a building. When a person is outside of the building, he shouldn't be seen, but when he enters he gradually becomes visible (using fading effect).
when elephant is inside green area his alpha should be 1
when elephant is outside of green area his alpha should be 0
unity shaders
$endgroup$
add a comment |
$begingroup$
I want to fade the player when he goes out of the area.
For example, suppose a person enters a building. When a person is outside of the building, he shouldn't be seen, but when he enters he gradually becomes visible (using fading effect).
when elephant is inside green area his alpha should be 1
when elephant is outside of green area his alpha should be 0
unity shaders
$endgroup$
I want to fade the player when he goes out of the area.
For example, suppose a person enters a building. When a person is outside of the building, he shouldn't be seen, but when he enters he gradually becomes visible (using fading effect).
when elephant is inside green area his alpha should be 1
when elephant is outside of green area his alpha should be 0
unity shaders
unity shaders
edited 29 mins ago
Kromster
8,75844059
8,75844059
asked yesterday
Seyed Morteza KamaliSeyed Morteza Kamali
5,32482459
5,32482459
add a comment |
add a comment |
1 Answer
1
active
oldest
votes
$begingroup$
You can use world space to fade your character.
The object space (or object coordinate system) is specific to each
game object; however, all game objects are transformed into one common
coordinate system — the world space.
If a game object is put directly into the world space, the
object-to-world transformation is specified by the Transform component
of the game object.
https://en.wikibooks.org/wiki/Cg_Programming/Unity/Shading_in_World_Space
Fading by world space
Shader "Smkgames/worldSpaceFade" {
Properties{
_Size("Size",Vector) = (2,2,0,0)
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct vertexInput {
float4 vertex : POSITION;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float4 position_in_world_space : TEXCOORD0;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
output.pos = UnityObjectToClipPos(input.vertex);
output.position_in_world_space =
mul(unity_ObjectToWorld, input.vertex);
return output;
}
float2 _Size;
float4 frag(vertexOutput input) : COLOR
{
float3 world = input.position_in_world_space;
float4 equation = pow(world.x/_Size.x,8) + pow(world.z/_Size.y,8);
return smoothstep(1,0,equation);
}
ENDCG
}
}
}
Surface Shader
After understanding world space we can use it in our surface shader:
Shader "Smkgames/worldSpaceFade" {
Properties {
_Size("Size",Vector) = (2,2,0,0)
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Pass {
ZWrite On
ColorMask 0
}
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows alpha:fade
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float3 worldPos: TEXCOORD2;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float2 _Size;
void vert (inout appdata_full v, out Input o){
UNITY_INITIALIZE_OUTPUT(Input,o);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
}
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
float4 equation = pow(IN.worldPos.x/_Size.x,8) + pow(IN.worldPos.z/_Size.y,8);
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = smoothstep(1,0,equation);
}
ENDCG
}
FallBack "Diffuse"
}
$endgroup$
add a comment |
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$begingroup$
You can use world space to fade your character.
The object space (or object coordinate system) is specific to each
game object; however, all game objects are transformed into one common
coordinate system — the world space.
If a game object is put directly into the world space, the
object-to-world transformation is specified by the Transform component
of the game object.
https://en.wikibooks.org/wiki/Cg_Programming/Unity/Shading_in_World_Space
Fading by world space
Shader "Smkgames/worldSpaceFade" {
Properties{
_Size("Size",Vector) = (2,2,0,0)
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct vertexInput {
float4 vertex : POSITION;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float4 position_in_world_space : TEXCOORD0;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
output.pos = UnityObjectToClipPos(input.vertex);
output.position_in_world_space =
mul(unity_ObjectToWorld, input.vertex);
return output;
}
float2 _Size;
float4 frag(vertexOutput input) : COLOR
{
float3 world = input.position_in_world_space;
float4 equation = pow(world.x/_Size.x,8) + pow(world.z/_Size.y,8);
return smoothstep(1,0,equation);
}
ENDCG
}
}
}
Surface Shader
After understanding world space we can use it in our surface shader:
Shader "Smkgames/worldSpaceFade" {
Properties {
_Size("Size",Vector) = (2,2,0,0)
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Pass {
ZWrite On
ColorMask 0
}
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows alpha:fade
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float3 worldPos: TEXCOORD2;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float2 _Size;
void vert (inout appdata_full v, out Input o){
UNITY_INITIALIZE_OUTPUT(Input,o);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
}
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
float4 equation = pow(IN.worldPos.x/_Size.x,8) + pow(IN.worldPos.z/_Size.y,8);
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = smoothstep(1,0,equation);
}
ENDCG
}
FallBack "Diffuse"
}
$endgroup$
add a comment |
$begingroup$
You can use world space to fade your character.
The object space (or object coordinate system) is specific to each
game object; however, all game objects are transformed into one common
coordinate system — the world space.
If a game object is put directly into the world space, the
object-to-world transformation is specified by the Transform component
of the game object.
https://en.wikibooks.org/wiki/Cg_Programming/Unity/Shading_in_World_Space
Fading by world space
Shader "Smkgames/worldSpaceFade" {
Properties{
_Size("Size",Vector) = (2,2,0,0)
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct vertexInput {
float4 vertex : POSITION;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float4 position_in_world_space : TEXCOORD0;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
output.pos = UnityObjectToClipPos(input.vertex);
output.position_in_world_space =
mul(unity_ObjectToWorld, input.vertex);
return output;
}
float2 _Size;
float4 frag(vertexOutput input) : COLOR
{
float3 world = input.position_in_world_space;
float4 equation = pow(world.x/_Size.x,8) + pow(world.z/_Size.y,8);
return smoothstep(1,0,equation);
}
ENDCG
}
}
}
Surface Shader
After understanding world space we can use it in our surface shader:
Shader "Smkgames/worldSpaceFade" {
Properties {
_Size("Size",Vector) = (2,2,0,0)
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Pass {
ZWrite On
ColorMask 0
}
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows alpha:fade
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float3 worldPos: TEXCOORD2;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float2 _Size;
void vert (inout appdata_full v, out Input o){
UNITY_INITIALIZE_OUTPUT(Input,o);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
}
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
float4 equation = pow(IN.worldPos.x/_Size.x,8) + pow(IN.worldPos.z/_Size.y,8);
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = smoothstep(1,0,equation);
}
ENDCG
}
FallBack "Diffuse"
}
$endgroup$
add a comment |
$begingroup$
You can use world space to fade your character.
The object space (or object coordinate system) is specific to each
game object; however, all game objects are transformed into one common
coordinate system — the world space.
If a game object is put directly into the world space, the
object-to-world transformation is specified by the Transform component
of the game object.
https://en.wikibooks.org/wiki/Cg_Programming/Unity/Shading_in_World_Space
Fading by world space
Shader "Smkgames/worldSpaceFade" {
Properties{
_Size("Size",Vector) = (2,2,0,0)
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct vertexInput {
float4 vertex : POSITION;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float4 position_in_world_space : TEXCOORD0;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
output.pos = UnityObjectToClipPos(input.vertex);
output.position_in_world_space =
mul(unity_ObjectToWorld, input.vertex);
return output;
}
float2 _Size;
float4 frag(vertexOutput input) : COLOR
{
float3 world = input.position_in_world_space;
float4 equation = pow(world.x/_Size.x,8) + pow(world.z/_Size.y,8);
return smoothstep(1,0,equation);
}
ENDCG
}
}
}
Surface Shader
After understanding world space we can use it in our surface shader:
Shader "Smkgames/worldSpaceFade" {
Properties {
_Size("Size",Vector) = (2,2,0,0)
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Pass {
ZWrite On
ColorMask 0
}
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows alpha:fade
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float3 worldPos: TEXCOORD2;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float2 _Size;
void vert (inout appdata_full v, out Input o){
UNITY_INITIALIZE_OUTPUT(Input,o);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
}
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
float4 equation = pow(IN.worldPos.x/_Size.x,8) + pow(IN.worldPos.z/_Size.y,8);
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = smoothstep(1,0,equation);
}
ENDCG
}
FallBack "Diffuse"
}
$endgroup$
You can use world space to fade your character.
The object space (or object coordinate system) is specific to each
game object; however, all game objects are transformed into one common
coordinate system — the world space.
If a game object is put directly into the world space, the
object-to-world transformation is specified by the Transform component
of the game object.
https://en.wikibooks.org/wiki/Cg_Programming/Unity/Shading_in_World_Space
Fading by world space
Shader "Smkgames/worldSpaceFade" {
Properties{
_Size("Size",Vector) = (2,2,0,0)
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct vertexInput {
float4 vertex : POSITION;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float4 position_in_world_space : TEXCOORD0;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
output.pos = UnityObjectToClipPos(input.vertex);
output.position_in_world_space =
mul(unity_ObjectToWorld, input.vertex);
return output;
}
float2 _Size;
float4 frag(vertexOutput input) : COLOR
{
float3 world = input.position_in_world_space;
float4 equation = pow(world.x/_Size.x,8) + pow(world.z/_Size.y,8);
return smoothstep(1,0,equation);
}
ENDCG
}
}
}
Surface Shader
After understanding world space we can use it in our surface shader:
Shader "Smkgames/worldSpaceFade" {
Properties {
_Size("Size",Vector) = (2,2,0,0)
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Pass {
ZWrite On
ColorMask 0
}
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows alpha:fade
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float3 worldPos: TEXCOORD2;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float2 _Size;
void vert (inout appdata_full v, out Input o){
UNITY_INITIALIZE_OUTPUT(Input,o);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
}
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
float4 equation = pow(IN.worldPos.x/_Size.x,8) + pow(IN.worldPos.z/_Size.y,8);
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = smoothstep(1,0,equation);
}
ENDCG
}
FallBack "Diffuse"
}
edited 31 mins ago
Kromster
8,75844059
8,75844059
answered yesterday
Seyed Morteza KamaliSeyed Morteza Kamali
5,32482459
5,32482459
add a comment |
add a comment |
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