How can I fade player character when he goes inside or outside of the area? Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern) Announcing the arrival of Valued Associate #679: Cesar Manara Unicorn Meta Zoo #1: Why another podcast?Premultiplied Alpha And Alpha TestingHow can I create 2D shadows that let me detect when the player is inside them?Stencil based mask with alphaBlinking objectUnity Camera - Clamping when Zoom changes?Shader to see silhouette through alpha blended spritesHow can i keep the spawned cubes to be inside the given area?have humanoid animation effected by physicsPlayer area in navmesh?Dissolving fog of war when entering a room
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How can I fade player character when he goes inside or outside of the area?
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How can I fade player character when he goes inside or outside of the area?
Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern)
Announcing the arrival of Valued Associate #679: Cesar Manara
Unicorn Meta Zoo #1: Why another podcast?Premultiplied Alpha And Alpha TestingHow can I create 2D shadows that let me detect when the player is inside them?Stencil based mask with alphaBlinking objectUnity Camera - Clamping when Zoom changes?Shader to see silhouette through alpha blended spritesHow can i keep the spawned cubes to be inside the given area?have humanoid animation effected by physicsPlayer area in navmesh?Dissolving fog of war when entering a room
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;
$begingroup$
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 1 hour 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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1 Answer
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1 Answer
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active
oldest
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active
oldest
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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 |
$begingroup$
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 1 hour 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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