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Question by nockieboy · Apr 18, 2015 at 10:15 AM · shader

Transparency problem

Hi all,

Check out the attached image - I've got a transparent texture (PNG clock hand, single layer, transparent apart from the hand graphic itself) which is in the Albedo slot of a Standard texture set to transparent render mode. The texture itself is set to transparent.

The issue I'm having, as you can see, is that the transparent parts of the Quad the texture/material is applied to is not fully transparent, and has a faint blue/grey tinge to it.

Any ideas?

alt text

untitled-1.jpg (65.8 kB)
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avatar image nockieboy · Apr 18, 2015 at 10:16 AM 0
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Oh, and the images are fully transparent - there's no semi-transparent colour in the PNGs that would cause this colouration.

avatar image termway · Apr 18, 2015 at 12:06 PM 1
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Try Fade mode rendering on your standard shader (Look at the shader tutorial for more info http://www.youtube.com/watch?v=fD_ho_ofY6A&t=3m11s)

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Answer by screenname_taken · Apr 18, 2015 at 12:03 PM

I'm guessing you are using the standard shader set to transparent. Try setting it to Fade instead. Also, i think you might be wasting a lot by using the planes like that. It would be better to simply model the hands or use a really thing and long plane with a texture as that as well. You could place all 3 pointers in the same texture and just UV map it.

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avatar image nockieboy · Apr 18, 2015 at 05:05 PM 0
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$$anonymous$$arvellous - thanks! Don't know how I missed the Fade setting, works perfectly. Yes, I'm considering using one texture map across three models for the pointers, but got hung up on the transparency issue whilst prototyping! :D

avatar image nickg111 · Nov 07, 2017 at 02:10 PM 0
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  • Fade for the win. Thank you! Should've read this first... https://docs.unity3d.com/$$anonymous$$anual/StandardShader$$anonymous$$aterialParameterEmission.html

avatar image SibochCZ · Nov 23, 2020 at 02:03 PM 0
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Thanks, that was it!

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