Fade Opaque Object using Dithering
Mar 11, 2022
Dithering is an option to make an object transparent or fade in/out without using transparency.
Here's a function to dither without using a texture.
float dithering(float2 pos) {
pos *= _ScreenParams.xy;
float DITHER_THRESHOLDS[16] =
{
1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
};
int index = (int(pos.x) % 4) * 4 + int(pos.y) % 4;
return DITHER_THRESHOLDS[index];
}
Here's a complete unity unlit shader that fades out over a distance. (untested)
Shader "Unlit/NewUnlitShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
// need these
float4 screenPosition : TEXCOORD1;
float ditherAmount : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float maxDistance;
float fadeDistance;
float dithering(float2 pos) {
pos *= _ScreenParams.xy;
float DITHER_THRESHOLDS[16] =
{
1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
};
int index = (int(pos.x) % 4) * 4 + int(pos.y) % 4;
return DITHER_THRESHOLDS[index];
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
// pass to fragment shader
o.screenPosition = ComputeScreenPos(o.vertex);
float dstToCamera = distance(_WorldSpaceCameraPos, v.vertex);
float fadeStart = maxDistance - fadeDistance;
o.ditherAmount = clamp(((dstToCamera - fadeStart) / maxDistance) / (fadeStart / maxDistance), 0, 1);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
// fade by dithering
float2 screenUV = IN.screenPosition.xy / IN.screenPosition.w;
clip(dithering(screenUV - i.ditherAmount);
return col;
}
ENDCG
}
}
}