Manual: ShaderLab syntax: Alpha testing (2024)

  • Unity Manual
  • Graphics
  • Graphics Reference
  • Shader Reference
  • ShaderLab syntax: Shader
  • ShaderLab syntax: SubShader
  • ShaderLab syntax: Pass
  • ShaderLab syntax: Alpha testing

ShaderLab syntax: Fog

ShaderLab syntax: Blending

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

The alpha test is a last chance to reject a pixel from being written to the screen.

Manual: ShaderLab syntax: Alpha testing (1)

After the final output color has been calculated, the color can optionally have its alpha value compared to a fixed value. If the test fails, the pixel is not written to the display.

Syntax

 AlphaTest Off

Render all pixels (default) or…

 AlphaTest comparison AlphaValue

Set up the alpha test to only render pixels whose alpha value is within a certain range.

Comparison

Comparison is one of the following words:

GreaterOnly render pixels whose alpha is greater than AlphaValue.
GEqualOnly render pixels whose alpha is greater than or equal to AlphaValue.
LessOnly render pixels whose alpha value is less than AlphaValue.
LEqualOnly render pixels whose alpha value is less than or equal to from AlphaValue.
EqualOnly render pixels whose alpha value equals AlphaValue.
NotEqualOnly render pixels whose alpha value differs from AlphaValue.
AlwaysRender all pixels. This is functionally equivalent to AlphaTest Off.
NeverDon’t render any pixels.

AlphaValue

A floating-point number between 0 and 1. This can also be a variable reference to a float or range property, in which case it should be written using the standard square bracket notation ([VariableName]).

Details

The alpha test is important when rendering concave objects with transparent parts. The graphics card maintains a record of the depth of every pixel written to the screen. If a new pixel is further away than one already rendered, the new pixel is not written to the display. This means that even with Blending, objects will not show through.

Manual: ShaderLab syntax: Alpha testing (2)

In this figure, the tree on the left is rendered using AlphaTest. Note how the pixels in it are either completely transparent or opaque. The center tree is rendered using only Alpha Blending - notice how transparent parts of nearby branches cover the distant leaves because of the depth buffer. The tree on the right is rendered using the last example shader - which implements a combination of blending and alpha testing to hide any artifacts.

Examples

The simplest possible example, assign a texture with an alpha channel to it. The object will only be visible where alpha is greater than 0.5

Shader "Simple Alpha Test" { Properties { _MainTex ("Base (RGB) Transparency (A)", 2D) = "" {} } SubShader { Pass { // Only render pixels with an alpha larger than 50% AlphaTest Greater 0.5 SetTexture [_MainTex] { combine texture } } }}

This is not much good by itself. Let us add some lighting and make the cutoff value tweakable:

Shader "Cutoff Alpha" { Properties { _MainTex ("Base (RGB) Transparency (A)", 2D) = "" {} _Cutoff ("Alpha cutoff", Range (0,1)) = 0.5 } SubShader { Pass { // Use the Cutoff parameter defined above to determine // what to render. AlphaTest Greater [_Cutoff] Material { Diffuse (1,1,1,1) Ambient (1,1,1,1) } Lighting On SetTexture [_MainTex] { combine texture * primary } } }}

When rendering plants and trees, many games have the hard edges typical of alpha testing. A way around that is to render the object twice. In the first pass, we use alpha testing to only render pixels that are more than 50% opaque. In the second pass, we alpha-blend the graphic in the parts that were cut away, without recording the depth of the pixel. We might get a bit of confusion as further away branches overwrite the nearby ones, but in practice, that is hard to see as leaves have a lot of visual detail in them.

Shader "Vegetation" { Properties { _Color ("Main Color", Color) = (.5, .5, .5, .5) _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} _Cutoff ("Base Alpha cutoff", Range (0,.9)) = .5 } SubShader { // Set up basic lighting Material { Diffuse [_Color] Ambient [_Color] } Lighting On // Render both front and back facing polygons. Cull Off // first pass: // render any pixels that are more than [_Cutoff] opaque Pass { AlphaTest Greater [_Cutoff] SetTexture [_MainTex] { combine texture * primary, texture } } // Second pass: // render in the semitransparent details. Pass { // Dont write to the depth buffer ZWrite off // Don't write pixels we have already written. ZTest Less // Only render pixels less or equal to the value AlphaTest LEqual [_Cutoff] // Set up alpha blending Blend SrcAlpha OneMinusSrcAlpha SetTexture [_MainTex] { combine texture * primary, texture } } }}

Note that we have some setup inside the SubShader, rather than in the individual passes. Any state set in the SubShader is inherited as defaults in passes inside it.

ShaderLab syntax: Fog

ShaderLab syntax: Blending

Manual: ShaderLab syntax: Alpha testing (2024)

References

Top Articles
Latest Posts
Article information

Author: Allyn Kozey

Last Updated:

Views: 6388

Rating: 4.2 / 5 (43 voted)

Reviews: 90% of readers found this page helpful

Author information

Name: Allyn Kozey

Birthday: 1993-12-21

Address: Suite 454 40343 Larson Union, Port Melia, TX 16164

Phone: +2456904400762

Job: Investor Administrator

Hobby: Sketching, Puzzles, Pet, Mountaineering, Skydiving, Dowsing, Sports

Introduction: My name is Allyn Kozey, I am a outstanding, colorful, adventurous, encouraging, zealous, tender, helpful person who loves writing and wants to share my knowledge and understanding with you.