• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by RLin · May 11, 2015 at 12:56 AM · shaderrenderingmaterialcullingprocessing

Make material always culled.

Is there a way to make a material that will always be invisible (ie. anything using it will not be rendered). Simply setting the material to be completely transparent might not save as much processing.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by phxvyper · May 11, 2015 at 01:25 AM

If you don't want any attempt at rendering it at all:

You can disable any component attached to a game object by setting the enabled property to false.

 gameObject.GetComponent<Renderer>().enabled = false;

If you still want the camera to attempt to render it:

You can change the Alpha of a material's color to 0 (transparent):

 someMaterial.color.a = 0;

Sources:

http://docs.unity3d.com/ScriptReference/Material-color.html

http://docs.unity3d.com/ScriptReference/GameObject-renderer.html

Comment
Add comment · Show 6 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image RLin · May 11, 2015 at 01:28 AM 0
Share

Will it truly cull the material, or will it try to render a transparent mesh... Basically, anything with the material should in theory behave as if it had its mesh renderer disabled, except that only parts with that material are disabled, not the whole thing.

avatar image phxvyper · May 11, 2015 at 01:36 AM 0
Share

@RLin I didn't completely understand that you wanted it to just not render.

I added some new info in my answer. The game object itself will exist in space, but it will not render.

avatar image phxvyper · May 11, 2015 at 03:44 AM 0
Share

Did it work?

avatar image RLin · May 11, 2015 at 08:14 PM 0
Share

I guess that was unclear. I'll explain the whole thing. I create sketchup models and import them. The trouble is, sketchup always exports back faces even if export two-sided faces is not checked. To fix this, I made all faces I wanted to cull a single material. Because it is the same mesh, disabling the mesh renderer will disable parts that are still supposed to be rendered.

avatar image phxvyper · May 11, 2015 at 10:59 PM 0
Share

In that case I think you're out of luck. $$anonymous$$aybe you can import it into another program like 3ds max or maya (there are free copies provided by autodesk) and modify the materials from there, then export from there.

Show more comments

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

20 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

QuickOutline: how can I change the shader to work with objects with two materials? 3 Answers

See through issue in iOs 0 Answers

Texture alpha doesn't scroll with offset 1 Answer

z-fighting problem with shaders 2 Answers

Unwanted rendering on top of all objects!? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges