How can I fade player character when he goes inside or outside of the area? Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern) Announcing the arrival of Valued Associate #679: Cesar Manara Unicorn Meta Zoo #1: Why another podcast?How can I replicate the color limitations of the NES with an HLSL pixel shader?Premultiplied Alpha And Alpha TestingHow can I create 2D shadows that let me detect when the player is inside them?How can i fix the problem when changing the objects scale some of them are out of terrain area?How can i keep the spawned cubes to be inside the given area?How can i make fade in/out of the alpha color of a material from black to none black?How to make a door stay open if the player is inside the trigger zone?How can I switch between two cameras with fading in/out when switching?Player area in navmesh?Dissolving fog of war when entering a room

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How can I fade player character when he goes inside or outside of the area?



Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern)
Announcing the arrival of Valued Associate #679: Cesar Manara
Unicorn Meta Zoo #1: Why another podcast?How can I replicate the color limitations of the NES with an HLSL pixel shader?Premultiplied Alpha And Alpha TestingHow can I create 2D shadows that let me detect when the player is inside them?How can i fix the problem when changing the objects scale some of them are out of terrain area?How can i keep the spawned cubes to be inside the given area?How can i make fade in/out of the alpha color of a material from black to none black?How to make a door stay open if the player is inside the trigger zone?How can I switch between two cameras with fading in/out when switching?Player area in navmesh?Dissolving fog of war when entering a room



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11












$begingroup$


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



photo_2019-04-15_07-21-39



when elephant is outside of green area his alpha should be 0



photo_2019-04-15_07-21-35










share|improve this question











$endgroup$


















    11












    $begingroup$


    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



    photo_2019-04-15_07-21-39



    when elephant is outside of green area his alpha should be 0



    photo_2019-04-15_07-21-35










    share|improve this question











    $endgroup$














      11












      11








      11


      3



      $begingroup$


      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



      photo_2019-04-15_07-21-39



      when elephant is outside of green area his alpha should be 0



      photo_2019-04-15_07-21-35










      share|improve this question











      $endgroup$




      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



      photo_2019-04-15_07-21-39



      when elephant is outside of green area his alpha should be 0



      photo_2019-04-15_07-21-35







      unity shaders






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited 12 mins ago









      Kromster

      8,75844059




      8,75844059










      asked yesterday









      Seyed Morteza KamaliSeyed Morteza Kamali

      5,31982459




      5,31982459




















          1 Answer
          1






          active

          oldest

          votes


















          24












          $begingroup$

          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



          Record_2019_04_15_07_13_25_154



          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:



          Record_2019_04_15_07_14_24_876



          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"






          share|improve this answer











          $endgroup$













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            active

            oldest

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            active

            oldest

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            24












            $begingroup$

            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



            Record_2019_04_15_07_13_25_154



            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:



            Record_2019_04_15_07_14_24_876



            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"






            share|improve this answer











            $endgroup$

















              24












              $begingroup$

              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



              Record_2019_04_15_07_13_25_154



              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:



              Record_2019_04_15_07_14_24_876



              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"






              share|improve this answer











              $endgroup$















                24












                24








                24





                $begingroup$

                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



                Record_2019_04_15_07_13_25_154



                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:



                Record_2019_04_15_07_14_24_876



                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"






                share|improve this answer











                $endgroup$



                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



                Record_2019_04_15_07_13_25_154



                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:



                Record_2019_04_15_07_14_24_876



                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"







                share|improve this answer














                share|improve this answer



                share|improve this answer








                edited 15 mins ago









                Kromster

                8,75844059




                8,75844059










                answered yesterday









                Seyed Morteza KamaliSeyed Morteza Kamali

                5,31982459




                5,31982459



























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