Broo, what a good vid. I leaned a lot. Thanks bro!
@JungleJordy2 жыл бұрын
thanks for the video keep up the great work!!!!
@sheilakar272510 ай бұрын
This video help me a lot. Thanks for share!
@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?
@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'..... *______*
@howar31Ай бұрын
Helps a lot for someone like me first using transparent :D
@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.
@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?
@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
@gyrfalcon232 жыл бұрын
@@poiyomi thank you very much!
@galloviking47663 ай бұрын
My biggest issue is that when I use TransClipping to give myself a stealth effect, it completely messes up with skyboxes.
@poiyomi3 ай бұрын
It needs to be higher queue than the Skybox
@galloviking47663 ай бұрын
@@poiyomiDunno how high skyboxes are, but setting it to 3000 (transparent) works just fine. Thanks!
@murdoc53 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
@poiyomi 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
@theonecommenter5 ай бұрын
im just trying to get a pair of glasses to be see through on quest