2
votes
1answer
277 views

Alpha Blending: use the pixel with the smallest alpha

I'm writing a transparency shader where I need any intersecting textures to, wherever they overlap, take the texture pixel with the smallest alpha value and render only that, discarding the other ...
1
vote
1answer
176 views

Depth write and depth test in Unity

Scenario: several objects (o1, o2,.., on) have to be rendered with the z test disable, but the z values must be written to the depth buffer. In another pass, some other objects (t1, t2,..., tm) need ...
0
votes
0answers
118 views

Unity3D object fill shader

I've been researching this for a while, and had no luck yet. I figured I'd ask here to see if anyone had any good ideas. Essentially what I want is a shader that can make only part of an object ...
5
votes
3answers
984 views

Does Unity's “Transparent Bumped Specular” translate to “semi-shiny must be semi-transparent”?

Unity's documentation for the "Transparent Bumped Specular" shader/material-type is simply a concatenation of each of the descriptions for its Transparent and Specular Shaders (and also Bumped, but ...
0
votes
1answer
966 views

Making a surface transparent from blackness of texture

I am making a "halo" shader in unity using GLSL. And I've come to a roadblock. What I need to do is take a texture, like the following, and make it transparent according to the darkness of it. And I ...
3
votes
4answers
2k views

IOS OpenGl transparency performance issue

I have built a game in Unity that uses OpenGL ES 1.1 for IOS. I have a nice constant frame rate of 30 until i place a semi transparent texture over the top on my entire scene. I expect the drop in ...