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Question by LeMinaw · Jan 18, 2019 at 09:10 AM · shadersshaderlab

MotionVectors on translucent shader

I'm trying to add motionVectors output on a translucent shader. Here's the shaderLab file (a simple modification of the default unlit shader).

 SubShader {
     Tags {
         "IgnoreProjector"="True"
         "Queue"="Transparent"
         "RenderType"="Transparent"
     }

     Blend SrcAlpha OneMinusSrcAlpha

     Pass {
         CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             // #pragma target 2.0
             #pragma multi_compile_fog

             #include "UnityCG.cginc"

             struct appdata_t {
                 float4 vertex : POSITION;
                 UNITY_VERTEX_INPUT_INSTANCE_ID
             };

             struct v2f {
                 float4 vertex : SV_POSITION;
                 UNITY_FOG_COORDS(0)
                 UNITY_VERTEX_OUTPUT_STEREO
             };

             fixed4 _Color;

             v2f vert (appdata_t v) {
                 v2f o;
                 UNITY_SETUP_INSTANCE_ID(v);
                 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                 o.vertex = UnityObjectToClipPos(v.vertex);
                 UNITY_TRANSFER_FOG(o,o.vertex);
                 return o;
             }

             fixed4 frag (v2f i) : COLOR {
                 fixed4 col = _Color;
                 UNITY_APPLY_FOG(i.fogCoord, col);
                 // UNITY_OPAQUE_ALPHA(col.a);
                 return col;
             }
         ENDCG
     }
 }

It renders correctly.

I then tried to add passes from Internal-MotionVectors.shader (source is here) to generate motionVectors, but nothing renders, no geometry nor motionVectors.

When I remove the "Queue"="Transparent" tag, motionVectors render correctly, but geometry is still invisible. Removing motionVectors passes makes objects visible again. How can I combine the two?

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