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Question by jehovah0121 · Nov 29, 2011 at 02:13 PM · shadershaderlab

Using shader to make transparent object

I've got a game object in the scene which uses one mesh and one texture for that mesh. The texture picture has got the alpha channel, so we take use the Toon shader from Unity and modify it a little bit (make the render queue 'transparent' and turn ZWrite on). A part of the object will obscure another part, but the first part is transparent while the second not. The phenomenon is that I cannot see the second part of the object but I can see some other object further, which should have been obscured by the second part of the second part of the first object. How can I make the second part of my first object visible (it shouldn't be transparent).

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avatar image Owen-Reynolds · Nov 30, 2011 at 01:32 AM 0
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I believe the toon shader has two fragment sections (2 passes.) One shades the object, and the other draws a slightly larger black "shell" behind it, using normals, for the edges. Did you handle alpha for them both?

avatar image jehovah0121 · Nov 30, 2011 at 03:55 AM 0
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In fact, the toon shader have 2 sub-shaders where either has only one pass. I think the second sub-shader is used for old-version display devices. Am I right? I tried 'Blend SrcAlpha One$$anonymous$$inusSrcAlpha' in both shaders, which didn't work at all. It's really weird that only the things on the same mesh are obscured, the things under this mesh are visible (they are the ones that should be obscured!).

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