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Unity Transparent Material Issue Stack Overflow

Unity Transparent Material Issue Stack Overflow
Unity Transparent Material Issue Stack Overflow

Unity Transparent Material Issue Stack Overflow I made surface type = transparent because need to change opacity of object. i also tried it with shader graph, i didn't have much hope so i did an extremely quick search on the internet and created a shader graph like this. I’m trying to get a transparent material to go from 0 to 100% opacity for the sake of a fade in effect. i have an issue with a material ( all materials ) remaining overly transparent even when at 100% alpha. i’m using the urp 10.7.0 with hybrid renderer v2 0.11.0 ( as i’m working with dots ).

Unity Transparent Material Issue Stack Overflow
Unity Transparent Material Issue Stack Overflow

Unity Transparent Material Issue Stack Overflow A value of 0 in the alpha channel means fully transparent, and a value of 1 means fully opaque. you can use different values to make different areas more or less transparent. Learn how to effectively manage transparency in unity materials using the correct shaders and techniques to create engaging visual effects in your game. more. The crux of the issue is that transparent shaders don't write to the depth buffer, and it's the depth buffer that decides what surfaces are in front of or behind other surfaces. Is it possible to create a transparent material that is only transparent to a certain other material or objects on a layer? for example materialx is opaque to all materials except to materialy or layers on y. we can do something similar to this with the stencil buffer.

Unity Transparent Material Issue Stack Overflow
Unity Transparent Material Issue Stack Overflow

Unity Transparent Material Issue Stack Overflow The crux of the issue is that transparent shaders don't write to the depth buffer, and it's the depth buffer that decides what surfaces are in front of or behind other surfaces. Is it possible to create a transparent material that is only transparent to a certain other material or objects on a layer? for example materialx is opaque to all materials except to materialy or layers on y. we can do something similar to this with the stencil buffer. Instead, transparent objects are sorted by their object center and rendered without further sorting. this can cause some objects to appear in front of others when their actual meshes are behind each other. We took a look at the attached project and we were able to reproduce the issue. the problem turned out to be that the skeletons are marked as static (more precisely, occlusion static). this tells unity's occlusion system that these object will not move. I'm creating a script that allows objects to be faded considering an interval of time. the script works very well, however when an object is faded, it is still very visible in the inspector and in the build. could someone explain me why and how to make an object completely invisible?. Are you getting the issue where even at full opacity, inside edges are rendering? if so, its an inherent weakness with the way unity’s shaders handles transparent (or in this case, potentially transparent) materials.

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