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Transparent water shader and problems with render queue

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Hi there, I wrote my own water shader and everything works fine in the scene view, but in the game view some objects with that shader are getting squashed together and render at a wrong position: ![alt text][1] When moving the camera some objects start working again and others break. I tried to play around with the render queue and everything works when using the geometry queue instead of the transparent one. But using the geometry queue, the water somehow doesn't render above the background (small stripes shining through): ![alt text][2] So how can I fix that weird displacement bug? Thanks in advance! Shader "Custom/WaterDisplace" { Properties { _Color("Color", Color) = (1.0, 1.0, 1.0, 1.0) _Cube("Cubemap", CUBE) = "" {} _MainTex ("Texture", 2D) = "white" {} _Amount ("Amplitude", Range(0.001,1)) = 0.2 _Detail("Detail", Range(0.001,2)) = 0.5 _SpeedX("Speed", Range(0.001,3)) = 0.5 _SpeedY("Speed", Range(0.001,3)) = 0.5 } SubShader { Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } Blend SrcAlpha OneMinusSrcAlpha Cull Off LOD 100 CGPROGRAM #pragma surface surf Lambert vertex:vert addshadow alpha struct Input { float2 uv_MainTex; float3 worldRefl; }; fixed4 _Color; sampler2D _MainTex; samplerCUBE _Cube; float _Amount; float _Detail; float _SpeedX; float _SpeedY; void vert (inout appdata_full v) { v.vertex.z = _Amount * (-0.5 + tex2Dlod(_MainTex, float4(float2(v.vertex.x * _Detail + _Time.x *_SpeedX, v.vertex.y * _Detail + _Time.x * _SpeedY), 0, 0))); } void surf (Input IN, inout SurfaceOutput o) { o.Albedo = _Color.rgb; o.Alpha = _Color.a; o.Emission = texCUBE(_Cube, IN.worldRefl).rgb; } fixed4 LightingLambert(SurfaceOutput s, fixed3 lightDir, fixed atten) { fixed diff = abs(dot(s.Normal, lightDir)); fixed4 c; c.rgb = s.Albedo * _LightColor0.rgb * (diff * atten * 2); c.a = s.Alpha; return c; } ENDCG } //Fallback "Diffuse" } [1]: /storage/temp/89693-bug.png [2]: /storage/temp/89694-bug2.png

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