I had to port XNA shader into Unity's shader and want to verify that I did this correctly.
The Pass1
section that uses alpha blending like SrcBlend
, DestBlend
and set's cull to none is the only place I want to make sure I got right.
This is the XNA shader version:
pass Pass1
{
AlphaBlendEnable = true;
SrcBlend = SRCALPHA;
DestBlend = INVSRCALPHA;
CullMode = None;
VertexShader = compile vs_2_0 TheVertexShader();
PixelShader = compile ps_2_0 ThePixelShader();
}
This is the Unity Shaderlab port I made:
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 100
Blend SrcAlpha One
Blend DstAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
It seems to be working fine in Unity but is this the exactly the equivalent pass settings in Unity? If not, then what changes is requred to get the exact equivalency.