Broo, what a good vid. I leaned a lot. Thanks bro!
@kolupsy2 жыл бұрын
graphics programming is really fun until you start to have to deal with transparency. Its awful. I was implementing a lens flare screen shader the other day and everything went really well, I was able to calculate the occlusion of lights based on the scene alpha and a distance buffer (so without raycasting). Worked beautifully. Then somebody pointed out 'but what about occlusion by transparent materials'..... *______*
@Struct.3Ай бұрын
You can fix the last problem without manual ordering. You can do a z test. its essentially a single ray to see which surface is closer. the ray will pass through all objects and create the proper ordering. Its slightly more costly, but cheaper than all the other methods here. it can cause some artifacting if you use 1 ray per object, but if you use 1 ray per vertex then it gets very accurate, and incredibly more expensive. So using a Mesh Shader that utilizes meshlets is my best solution. You can then cull everything that cant be seen, z test each meshlet thats left, And get perfect ordering. Or you could just straight raytrace all transparent objects. Which surprisingly isn't that expensive these days.
@aspecialkindofleaf5 ай бұрын
thank you! I had a issue with a sheer material which would (went set to transparent) glitch out if the camera panned too far down and vanished. This solved the issue!
@theonecommenter11 ай бұрын
im just trying to get a pair of glasses to be see through on quest
@bellaberry95512 ай бұрын
poiyomi shaders are not available on quest i think
@JungleJordy2 жыл бұрын
thanks for the video keep up the great work!!!!
@galloviking476610 ай бұрын
My biggest issue is that when I use TransClipping to give myself a stealth effect, it completely messes up with skyboxes.
@poiyomi10 ай бұрын
It needs to be higher queue than the Skybox
@galloviking476610 ай бұрын
@@poiyomiDunno how high skyboxes are, but setting it to 3000 (transparent) works just fine. Thanks!
@sheilakar2725 Жыл бұрын
This video help me a lot. Thanks for share!
@howar318 ай бұрын
Helps a lot for someone like me first using transparent :D
@TobiDerKrasse2 жыл бұрын
Is there a solution for having a part of a material/texture (for clothing) transparent while the rest is opaque? like for example i have a bikini top which is mostly opaque but i want it to have some cloth hanging down at the sides which are transparent. or do i have to seperate the transparent part of it and make it its owm Material/texture?
@fluffypissbabyАй бұрын
did you ever figure this out :'o
@kerduslegend2644 Жыл бұрын
Hey man. I have a problem with a material doesn't want to cut out properly. For example you can see in your video, those crying emojis will make a perfect cycle. In my case it doesn't make a cycle and instead there's an ugly black box instead. Can you make a video about that?
@lucateil15 ай бұрын
how would you fix a avatars clothes if they use .0.57 poi toon sharers disappearing if a game like murder 4 lights go out and the cloths disappear
@beaveresque94042 жыл бұрын
I assume this is for basic transparency, like your general Transparent and Fade modes. Grab pass is a different animal, and the render queue doesn't do much with two objects that both use grab pass; you'll never be able to see one through the other. EDIT: Caveat being if you use poi 7 on one and poi 8 on another; those grab passes are visible through one another, with the sacrifice that one material won't have the latest options and optimizations.
@adicsbtw2 жыл бұрын
How does this apply for transparency methods like cutout? Does cutout properly deal with Z-Write, or does it have the same issues as true transparency? I am using cutout with dithering to fake transparency on my avatar currently because I don't really need true transparency, and I was having ordering issues on the same mesh, and I found that cutout appears to work, but is that just my perception or does it actually work differently? Also, in general would it be better to swallow the price of adding more polygons to an avatar or enable transparency in rendering in terms of performance? I know that in Blender that is the case, but I am curious if it is the same for Unity or not
@poiyomi2 жыл бұрын
Cutout does indeed work differently. If it looks good to you it's probably fine.
@murdoc532 жыл бұрын
where does this explain trying to avoid rendering the alpha clip of image textures? I have pics of chainlink fences and donuts with black areas where the HOLES are that I want to UNrender
@poiyomi2 жыл бұрын
Like I say in the video if you need more help feel free to join the discord and ask for as much help as you want
@Rin-qj7zt Жыл бұрын
I tried this but when i add the elements in the materials section, they don't render in the correct location. i don't know how to tell unity to render the material found in the new elements i created at the same spot as their duplicates.
@poiyomi Жыл бұрын
that was just an example of something that only had one material slot. the correct way to do that is either with a custom shader or add a second material there in blender
@serious54062 жыл бұрын
2:32 fix start
@gyrfalcon232 жыл бұрын
Thanks for the video! If people are setting their own render queues individually, do they get resolved in a special way in the game, or is my 3000 the same as another person's 3000?
@poiyomi2 жыл бұрын
Your 3000 is the same as another person's 3000. Unity will attempt to stack them correctly based on distance from the camera. Generally you want to avoid transparency because you can't predict what's out there