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My Fade Post Processing effect doesn't work in 5.6

Discussion in '5.6 Beta' started by PlaguedShadow, Feb 22, 2017.

  1. PlaguedShadow

    PlaguedShadow

    Joined:
    May 1, 2014
    Posts:
    1
    I had a fade effect on my camera to fade in/out. When I was in Unity 5.5 it worked fine, but now that I upgraded to 5.6 it no longer works. Was something changed with how post processing works now?

    Here is the code I am using:


    public class Fade : MonoBehaviour
    {

    [SerializeField]
    private Color _colour = Color.white;

    [SerializeField]
    [Range(0, 10)]
    private float _fadeSpeed;

    [SerializeField]
    [Range(0, 1)]
    private float _alpha;

    [SerializeField]
    private Material _material;

    private void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
    _material.SetColor("_Color", _colour);
    _material.SetFloat("_Alpha", _alpha);
    Graphics.Blit(source, destination, _material);
    }

    }


    Shader "Post Processing/Fade"
    {
    Properties{
    _Color("Color", Color) = (1,1,1,1)
    _MainTex("Texture", 2D) = "white" { }
    _Alpha("Alpha", Range(0,1)) = 1
    }
    SubShader{
    LOD 200
    Tags
    {
    //"Queue" = "Transparent"
    //"RenderType" = "Transparent"
    }

    Pass{
    Blend SrcAlpha OneMinusSrcAlpha


    CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag

    #include "UnityCG.cginc"

    float4 _Color;
    sampler2D _MainTex;
    float _Alpha;

    struct v2f {
    float4 pos : SV_POSITION;
    float2 uv : TEXCOORD0;
    };

    float4 _MainTex_ST;

    v2f vert(appdata_base v)
    {
    v2f o;
    o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
    return o;
    }

    half4 frag(v2f i) : COLOR
    {
    half4 texcol = tex2D(_MainTex, i.uv);

    texcol = half4(_Color.rgb, _Alpha);
    //texcol.rgb = dot(texcol.rgb, float3(0.3, 0.59, 0.11));

    return texcol;
    }
    ENDCG

    }
    }
    Fallback "Diffuse"
    }
     
  2. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Use code tags.
     
    m4d and Peter77 like this.
  3. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    I think you need to review the fragment shader logic.