Texture based alpha hash

Tired of messy, noisy alpha hash? Try using this ordered alternative!

 

how to use:

– Create any shader that uses transparency (ALPHA)

– Add the part below the comments to the bottom of your shader.

– Make sure you have a scale and img parameter. Import an appropriate png for the img parameter. You may use one of the ones I put here but do not they are a bit rushed, and a better alternative is possible.

– Adjust the scale to your wishes. 

– For a spatial shader, instead use this to calculate screenpos

vec2 screenpos = SCREEN_UV/SCREEN_PIXEL_SIZE * SCREEN_PIXEL_SIZE.y /(scale);
Shader code
shader_type spatial;

uniform float scale = .01;
uniform sampler2D img; //import a pattern png. You can actually replace this with a white noise texture for the usual alpha hash

void fragment() {
    ALPHA = UV.g*2.-0.3; // sample UV code

// The part below this is the part that actually matters. Make sure you have the scale and img parameters (or replace the scale parameter with a number) then add the script below.

// You can also remove the ALPHA=1. part and replace ALPHA with a variable for honestly slightly cleaner code.

    vec2 screenpos = SCREEN_UV*VIEWPORT_SIZE / VIEWPORT_SIZE.y /(scale);
    float alphatexture = texture(img, (screenpos)).r;
    if (ALPHA < alphatexture) {
         discard;
    }
    ALPHA = 1.;
}
Tags
alpha hash, dot pattern, dotted, hash, retro, Transparency
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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