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Question by XtOf · Jan 07, 2011 at 05:25 PM · shadertransparencytransparentztest

How to draw a mesh transparently without "hidden parts"?

Hi everyone,

This question can seems trivial (or I can be a real noob) but I will really appreciate some help on this point.

Take the simple example of a mesh created from a sphere and a cube inside ; the cube is not shown during a normal draw due to default ZTest LEqual. I would like to draw the same thing but with alpha blending (so only see half of the sphere and evertything behind in the scene).

I first imagine that a simple shader with two passes ; one to draw only depth and a second to draw only the material will do the trick but I cannot manage to do it.

Thanks in advance for the answers.

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Answer by Jessy · Jan 07, 2011 at 05:43 PM

http://www.unifycommunity.com/wiki/index.php?title=AlphaVertexLitZ

ColorMask RGB is probably a mistake, otherwise

, texture * primary

wouldn't be there. Don't use ColorMask RGB is you're using it for iOS.

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avatar image XtOf · Jan 10, 2011 at 09:04 AM 0
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Great!

Finally I wasn't so far ; only miss the ColorMask! Thanks a lot Jessy.

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