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How can I enable ZWrite on Transparent Shaders?

I am using a Transparent shader on a convex object. Obviously the zbuffer is not written, because the individual faces of the object overlap each other due to its convex shape, which is unintended in...

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Transparent shader with Z-buffer and interlacing objects

Hi. I've a shader problem. I'm doing an application than renders human organs where the user can rotate the camera around the body and can change the alpha level of each organ independently. I do not...

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Clear ZBuffer to depth

I want to clear the zbuffer to a certain depth value, just like glClearDepth allows you to do. Is this possible in unity? (besides drawing a screen aligned quad at the depth you need, which is pretty...

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ZWrite On not working ?

I have a selfmade transparent shader, with ZWrite On (and "Queue" = "Geometry+1"), yet other transparent objects are always drawn over it, so it seems as if it isn't writing to the zbuffer. it's the...

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Additive shader with zbuffer off

I',m trying to get additive shader without zbuffer. But it's not working. Please HELP. Shader "Particles/Additive (Overlay)" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex...

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Transparency issues with custom shader

I've looked around and messed with shader options, but I can't seem to find an answer / the answer may be I can't because of the way writing to the ZBuffer works. Before I give up, I just wanted to...

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3D Text Mesh Shader Z Buffer Issue

I use some 3D Text Mesh with a simple quad mesh background as sign/panel. Now the z depth is not correct on the text, it is seen through the different panels. I've been testing in the shader with ZTest...

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Thickness Surface Shader

Hey everyone, I am trying to create a simple thickness shader using those docs. [Make it Translucid !][1] [Thick glass][2] [GPU Gems][3] But I can't get the same result. I don't know why, those seems...

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ZBuffer and Object Depth

I can easily retrieve the depth of an object using camera's depth but this is dependent of the camera's z position. I would like to "normalize" the depth and not to be linked with the camera distance...

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