Vertex/Fragment shaders - transparency ignoring Render Queue
So, I've been writing my own fur shader (because I have only seen one half-decent one around, and I don't have the money to buy it), and it's been going pretty well so far. Lighting is a bit dodgy, but...
View ArticleTransparency render issue
I understand that this has been asked before but I've done *almost* everything to get it to work. This might be beyond the scope of my expertise because I barely messed with shaders which I'm saving...
View ArticleWater rendered over other game object
Does anyone know how to fix this? ![alt text][1] the camera's settings are: ![alt text][2] The watermesh uses the "FX-Water" shader where, at line 23, i put Subshader { //Tags {...
View ArticleTwo transparent objects passing through each other problem
What I want to do is this: ![alt text][1] Two objects that one is passing through other while both are transparent. I have problems with object two, tried few shaders but object behaves strange under...
View ArticleNGUI Behind GameObject
I would like to render some NGUI sprites behind certain game objects. Changing the render queue on my Atlas's shader does not seem to have any effect. Is there somewhere else I should be looking? Any...
View ArticleNeed help rendering beer glass in unity...
So I am making a simple game in which you control a beer glass sliding along a bar avoiding obstacles, and I am trying to come up with a way of rendering a realistic pint, preferably with refraction,...
View ArticleHow to change terrain shader
Hi , I wanted to use depth mask on my terrain and in this tutorial : [http://www.blog.radiator.debacle.us/2012/08/how-to-dig-holes-in-unity3d-terrains.html][1] it says I have to change the render queue...
View ArticleTransparency under depth mask
Hi everyone. I have been using a depth mask shader (like [this one][1]) for a while now, but now I am wondering if it is possible to render a transparent object under it, since the depth mask uses the...
View ArticleBillboard trees render queue
Hello, I have problem with billboards, yes I know that they have render queue transparent - 100 but the actual problem is, they are always wrong. If the renderqueue is lower (transparent - 110 for...
View ArticleShadows have a mind of their own
I'm trying to make a shader that receives shadows and selectively outputs transparency based on the texture. Even though my shader works, when I output transparent fragments Unity is still applying a...
View ArticleStrange Render Order Issue
I have two vertex/fragment shaders, both unlit, optimized for mobile. One is a transparent additive shader for particles (We'll call him "Particles"), and the other is a simple, bare texture mapping...
View ArticleCan Unity Compile The Shader At Runtime?
I want to change the render queue at runtime. Meanwhile, I use a built-in shader of unity, just like sprite/default.But I can not change the shader's render queue at the runtime, there is no effect on...
View Articlematerial.renderQueue depends on ZWrite?
I would look to render certain objects in my world so that certain ones are always on top of others. This is so that I can solve some z-fighting issues (e.g. grass will always render on top of...
View ArticleRender sprite only on top of a specific sorting layer
We're trying to implement a simple blob shadow in our 2D game, but the way the scene is laid out, we have the blob shadow going over certain objects in the "background" layer. We were wondering if...
View ArticleControl render order of geometry besides queues
I'm writing a voxel-renderer for particles in Unity, and the rendering flow is as follows: i) Draw opaque scene ii) Fill voxels (3D textures) by using PS or CS iii) Render voxels as cubes, and ray...
View ArticleHow do I create an invisible mask that hides the 2nd closest object behind it?
Let's say we're in 2D view and there are 3 objects that have different z position values and partially overlap each other: InvisibleMask, ObjectA, and ObjectB. InvisibleMask is closest to the camera,...
View ArticleUnity iPhone crashed in ShaderLabs
Unity iPhone crashed in ShaderLabs. I doubt that it may be caused by changing RenderQueue of my GameObject. (Since it crashed after the modification of that part of scripts.) Here is the call stack to...
View ArticleChange render order from editor
I created simple script that changes renderQueue of object in Awake(). And now I want to see changes of renderQueue immediately in editor. I tried to write an Editor script for it. But Unity creates...
View ArticleSetting renderQueue doesn't appear to change draw order
This seems like such a simple thing, judging by the Unity script reference and examples here, but I can't get render queues (set in the material) to work at all. I've set up a very simple scene with...
View ArticleRendering Order Revisited
I know that there are plenty of questions out there related to rendering order: * http://answers.unity3d.com/questions/14752/forcing-a-gameobject-to-the-highest-depth-closest.html *...
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