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How can I fade player character when he goes inside or outside of the area?
Seamless 2D wrap-around effectHow can I dissolve using dynamic mask objects?Premultiplied Alpha And Alpha TestingHow can I create 2D shadows that let me detect when the player is inside them?Problems with Raycasting RequirementsBlinking objectUnity - Static Camera Perspective, Walls Obscure PlayerUnity Camera - Clamping when Zoom changes?Make a 2d top down game with round mapShader to see silhouette through alpha blended spritesHow can i keep the spawned cubes to be inside the given area?
.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 Apr 16 at 5:46
Kromster
8,7904 gold badges40 silver badges59 bronze badges
8,7904 gold badges40 silver badges59 bronze badges
asked Apr 15 at 3:13
Seyed Morteza KamaliSeyed Morteza Kamali
5,85210 gold badges30 silver badges61 bronze badges
5,85210 gold badges30 silver badges61 bronze badges
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
1
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 Apr 16 at 5:44
Kromster
8,7904 gold badges40 silver badges59 bronze badges
8,7904 gold badges40 silver badges59 bronze badges
answered Apr 15 at 3:13
Seyed Morteza KamaliSeyed Morteza Kamali
5,85210 gold badges30 silver badges61 bronze badges
5,85210 gold badges30 silver badges61 bronze badges
add a comment
|
add a comment
|
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