[ad_1]
I am making an attempt to arrange a shader that, because the title says, features equally to the impact showing within the “Lights Out” horror quick movie. Lower right down to the very fundamentals, I am searching for recommendation on have the general Alpha/transparency of the fabric be affected by Realtime and Directional lights within the scene in order that the fabric is simply seen beneath a sure lighting threshold. I discovered an analogous impact that accomplishes the inverse purpose of decreasing the alpha of no matter a lightweight is solid on, however I could not handle to invert the impact, nor might I get it to perform correctly in my challenge to start with.
I am at present working in Unity 2019.4.29f1 and hoped to have the ability to tack this impact onto another shaders that I’ve to keep away from having to reconstruct a completely new shader for this singular goal.
Edit: As per suggestion, just a few additional particulars:
This gif is kind of the impact I am making an attempt to perform:
https://pa1.narvii.com/6743/bf353546d9f30e492077c1cf8d57e3f60f53a36b_hq.gif
Ideally, I might prefer it to not simply be based mostly on full mesh protection of sunshine, however extra like a dynamically utilized alpha masks based mostly on gentle depth on the precise mesh over any given unfold of the floor.
The impact that I discovered and tried to switch was successfully making an attempt to perform the alternative of what I am making an attempt right here. It was making an attempt to make one thing clear if it had gentle solid on it (at the least how I understood it). I hoped to have the ability to invert this impact with minimal enhancing, nonetheless I both misunderstood how the shader functioned or was merely unable to grasp was a lot of the syntax meant and ended up unable to switch it to suit my wants. Moreover, I needed to have a lot of the Texture and render choices that include Unity Normal shader, however could not determine mix the 2 shaders attributable to a flat lack of understanding concerning shader coding.
Edit: That is the shader that I tried to reverse engineer that I could not get to work: Shader change alpha relying on gentle
Edit: For additional clarification, I WILL want a customized shader for this function as I am making an attempt to implement it on a platform that disallows customized scripting, and requires that no matter adjustments I make are regionally managed (I can’t have management over environmental elements like lights).
[ad_2]