|
I'm trying to create a shader that uses separated alpha, specular and normal maps along with a color texture, but I'm having some strange problems with it and I can't figure out what's wrong. Here's my shader: and here is the problem:
(comments are locked)
|
|
This might be a bit late, but I found this question while looking for solutions to my own problems. The problem is (the lack of) self sorting when rendering a semi transparent mesh. See http://forum.unity3d.com/threads/68636-Alpha-transparency-self-sorting-issue-help-really-appreciated One solution that mentioned in the forum thread is to first draw a depth only pass with a non-transparent shader and then render the transparent shader on top. You might get other artifacts from that, including stuff not being rendered under the character, so it's probably best to render it after everything else setting "Queue"="Transparent+100"
(comments are locked)
|

