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Questions tagged [transparency]

Any part of an object or graphic that light does not fully reflect off of, and thus can be seen through. Also applies to translucency effects.

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Textures still show as opaque even when alpha is multiplied by zero

I'm having a some problems with blending in OpenGLES2.0 I'm drawing a texture above a framebuffer (with ARGB channels). When I draw a transparent texture over a solid color, the alpha channel is ...
Gabriel Machado's user avatar
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1 answer
129 views

Transparent Composite Object In Unity HDRP

Potentially a big question, but it seems like it should be simple enough. I have an object in my game composed of multiple parts (connected GameObjects with their own renderers). I want to make this ...
Keith Stein's user avatar
1 vote
0 answers
71 views

How to create intersection shader that simulates squishing?

I want to create a shader that will make spheres/circles look like a blob when colliding. I don't understand shadergraph at all, but I tried to follow intersection shader tutorials. The problem is ...
Pinet's user avatar
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1 answer
73 views

How to make texture appear only once, in the center of a cube's top face?

I'm making a platformer game and I need a texture to be only on the top face of a cube and in the centre. Can I do this without scripts or do I need scripts? Also, my texture is transparent and I need ...
FortCraftCoder's user avatar
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0 answers
103 views

How can I correctly draw semi transparent textures in a VBO in C++/openGL

I am using C++ glew/glfw to make a game, and I currently have different areas of the map and different entity classes using their own VBO's. So far this decision has been informed from a large part of ...
Jack Freeth's user avatar
2 votes
1 answer
558 views

How can I implement semi-transparent/semi-opaque voxels in a voxel game?

I am creating a voxel game with OpenGL, and I would like to implement water. My voxel world is divided into chunks of 16x256x16 cubes (or voxels). Each chunk has its own VAO with two VBOs, the first ...
Vincent's user avatar
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0 votes
1 answer
251 views

How to change the alpha of a tilemap if the player is in it in Unity

I'm working on a 2D game and would like to have it so when I'm entering a building, the roof fades away. This is my current attempt, I'd just like to know how to set the alpha of a tilemap through c#. ...
CodeWizard777's user avatar
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0 answers
35 views

How do I make it look like the ring here is going around the spire?

I have game objects which I'm placing relative to a tilemap using the GameObject brush from the 2D Tilemap Extras package. Unfortunately, I'm not sure what is necessary to acheive the visual look I'm ...
Alexander Trauzzi's user avatar
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0 answers
88 views

Increase opacity of a floor plane along the path travelled by a cube

I have a plane object (a normal Unity 3D Plane, but it can be a complex floor in the future) and a cube is moving on the plane. Currently, the plane is transparent. I want to make the plane opaque as ...
Muhammad Faizan Khan's user avatar
2 votes
1 answer
3k views

Can't make simple shader transparent in Unity

I have already visited a lot of links, but non of them did not help me. I just want to make a window as a plane (face) with texture with transparency. .shader: <...
Stdugnd4ikbd's user avatar
1 vote
0 answers
307 views

How can transparency be implemented in a Minecraft-like game without sorting the vertices?

I'm working on a minecraft clone with OpenGL and I've been trying to implement the rendering of textures with transparency for several days now with out succes. What techniques can be used to achieve ...
TheBaum's user avatar
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1 vote
2 answers
239 views

Does OIT Rendering work for semi-transparent textures with opaque parts?

I'm Work ing on a minecraft-like game (in OpenGL with c++) and I'm tryping to Implement Transparency for Blocks like windows, ice, leafs and water. I've tried to implement Weighted Blended Order-...
TheBaum's user avatar
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0 votes
1 answer
558 views

Deferred shader for transparency. Working or not?

many people are saying defered shader is not accurate for transparency. I've done some with a small demo (Directx11) and would like to know the limit of this strategy when rendering opaque+transparent ...
philB's user avatar
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1 vote
0 answers
165 views

How do I make a mask that dictates which layers are visible in Unity?

I'm trying to create an effect where the player progresses from one level to the next by a portal appearing as a rip in the fabric of time, and the portal grows until it'd half the screen, then ...
JShoe's user avatar
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1 answer
792 views

Rendering order objects with transparency?

I do not know if this question might have been asked before, but which method for rendering transparency is more efficient in terms of less lag?: Rendering the scene from front to back with respect ...
Dstarred's user avatar
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1 answer
388 views

Sprite transparency fails when rendered through shader

I am currently trying to implement a shader to a sprite of mine, but the transparency is completely removed when the texture goes through a Sample Texture 2D node. The sprite under the Sample Texture ...
Kaka Gamer's user avatar
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0 answers
359 views

Spawning projectile: it's there but does not show

Here is the code and very simple. I can see the object in the blue print and has nothing except the object itself. so all the issue should be on the C++ code. ...
Pablo Salas's user avatar
0 votes
1 answer
210 views

How to set transparency in DirectX 7 surfaces, which contain 32BPP BMP files?

The following is my working code. Everything functions and I can animate my sprite but the sprite has no transparency color. It has a white background on every frame. I am using DirectX 7.0 and 32BPP ...
DHarding's user avatar
3 votes
1 answer
1k views

How front-to-back blending works?

I would like to implement dual depth peeling in my engine. I read the original paper and examined the corresponding source code. I understand the algorithm, except how the blending works, especially ...
racz16's user avatar
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1 vote
0 answers
446 views

Custom shader with stencil breaks Unity built-in masking

my custom shader works like a charm for what I wanted it, but if it is referenced in the scene, Unity built-in masking stops working (both the Sprite Mask component and the rect-based Mask stop ...
Jan Mysior's user avatar
1 vote
2 answers
183 views

Add oceans to an earth model with only continents?

I have the following earth model, it only has continents: I wanted to add water but as you can see, some of the continents are now hidden due to the water sphere being more round than continents: I ...
aybe's user avatar
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0 answers
240 views

How to highlight intersection between objects?

I'm new to Unity and I'm developing an augmented reality app. My situation is as follows: I have two objects in the scene, a neighborhood model and a cube. The mockup will be the object I am going to ...
JONATAS SILVA's user avatar
0 votes
1 answer
819 views

Rendering to Texture with Transparency in Monogame?

Please forgive me if I'm asking a question that has been answered before, but for the life of me, search as I might, I couldn't find a problem exactly like this anywhere. I'm trying to render a ...
user130089's user avatar
1 vote
1 answer
2k views

Unity Vertex Color Shader with Transparency

I'm trying to achieve a simple effect: I have a cube mesh and I want some of the vertices to change color. In this case, I want it to form some sort of a gradient where the unchanged vertices are set ...
Daniel Marques's user avatar
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0 answers
108 views

Alpha blending works when rendering to an FBO, but not when rendering to the screen buffer

My rendering pipeline goes something like this- Bind multisampled FBO Render GameObjects Render Transparent Objects Blit multisampled FBO to normal FBO perform any Post processing Render a quad ...
Figwig's user avatar
  • 196
0 votes
1 answer
2k views

How to get rid of the white border/background on my png image?

I am making a game using pyGame; it is basically a space invader game, with a tank. As we can see, this tank image I have has white borders / a white background, which I really want to get rid of. I ...
Yu Zhang's user avatar
  • 103
1 vote
0 answers
535 views

Throwing away inner faces of cubes of a transparent voxel structure in Unity3D?

I want to create a "Building site is (not) obstructed." indicator for my building system. How can I throw away those faces which would be hidden if the material would be opaque?
Tudvari's user avatar
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1 vote
0 answers
24 views

Transparency problem / Expanding material fixes it magically?

i stumbled upon a problem, can't figure out what's the reason and how to solve it. I have glass-windows which use just the standard (specular setup) shader. in the first place when the model is added ...
psypol's user avatar
  • 11
1 vote
4 answers
1k views

How are semitransparent polygons rendered in the correct order?

It is my understanding that while opaque triangles can be rendered in any order thanks to the Z buffer (especially when rendering in hardware), semitransparent triangles cannot. Instead, they need to ...
Warp's user avatar
  • 171
0 votes
1 answer
44 views

How to get 60fps animation in terms of rounding/truncating position/alpha floats

I am wondering what gives the best animation performance running at 60fps with lots of objects. I have seen in a few places such as this that you should round or truncate your values so you don't get <...
Lance's user avatar
  • 177
0 votes
1 answer
161 views

How can I write an additive mesh shader that splits the RGB channels while accounting for depth?

I'm trying to create a sort of "hologram" effect. So far, what I have is an additive, three-pass shader that uses ColorMask for each pass to separate the RGB channels. The problem is that doing so ...
IanLarson's user avatar
  • 771
1 vote
0 answers
337 views

How to implement weighted blended order independent transparency in OpenGL?

I want to implement weighted blended OIT in my C++ OpenGL 3D game, but I didn't find any C++ examples about weighted blended order independent transparency. Paper How to clear accumTexture(...
volodya7292's user avatar
7 votes
1 answer
8k views

How to write a transparent shader for a sprite that ignores transparent sprites behind it?

I have multiple UI Sprites that have their alpha set so you can see what's behind them. I would like to make these UI Sprites ignore other UI Sprites. So take this first picture. There are 4 UI ...
JacketPotatoeFan's user avatar
0 votes
1 answer
2k views

DX11: Alpha blending not working with textured quads

A bit novice on directx11. I am rendering some textured quads out of PNG files (with alpha transparency) and get some inconsistency with my alpha blending. I have a background changing color ...
Javier Dieguez's user avatar
0 votes
0 answers
124 views

Hardware Fragment Sorting?

I'm writing a rendering engine in OpenGL. I Want to do order independent transparency. I had heard somewhere that some GPUs have support for actually sorting the fragments of all the objects in the ...
Geklmintendon't of Awesome's user avatar
0 votes
1 answer
59 views

Partially transparent surface over opaque surface causes strange artifacts

I have a world with many unit square tiles, each made up of a 3d terrain chunk and a 2d water chunk (a square). Each chunk stretches from [0, 0] to [1, 1] (inclusive) in its tile space. This means ...
Ben Wiley's user avatar
2 votes
0 answers
145 views

Multipart character sprite and transparency

In my 2D platform game I have characters made of multiple separate pieces that can move independently in a hierarchy, so that I could move the limbs and head, change facial expressions etc., or add ...
BarbaraKwarc's user avatar
1 vote
1 answer
148 views

How can I improve the display of my png files?

I develop a mini Android game available from my github (also the release apk file). The game is for kids and you are supposed to catch falling object and get points for that. Now I just created png ...
Niklas Rosencrantz's user avatar
7 votes
5 answers
49k views

How can I make my Camera's RenderTexture output have a transparent background?

I'm writing a 3D game using Unity 2017.1.0b1. I have a disabled Camera that takes a "snapshot" of the current scene and stores it in a RenderTexture when a button is clicked. I then display the ...
Nathan Friend's user avatar
2 votes
2 answers
883 views

Fade in rendering mode doesn't work as intended

The picture shows an object made out of one model. The object works as intended when rendering with opaque rendering mode, but I want the object to fade in/out during animation. The glitch seems to ...
Bogdan's user avatar
  • 21
0 votes
1 answer
416 views

Unity - occlude a transparent part of a generated mesh with a non transparent part

I am making a procedurally generated voxel world made of blocks. Some of the blocks have non cubic shapes (ramps), and some of the blocks are transparent (water). All the blocks are part of the same ...
user92748's user avatar
2 votes
2 answers
2k views

Modern OpenGL, billboarding, alpha transparency

I'm having some transparency issues when rendering billboards in modern OpenGL. I've created two billboard sprites, each one with alpha transparency, just for testing. When I render two sprites ...
Daniel_1985's user avatar
0 votes
2 answers
1k views

LibGDX FrameBuffer no Transparency when drawing

I try to draw severeal Sprites to a FrameBuffer. The Sprites are PNGs with transparency. ...
mrdlink's user avatar
  • 323
0 votes
1 answer
3k views

Unity Custom Sprite Shader: Don't write transparent pixels into Depth Buffer

For performance reasons, i have to create my own billboards to replace some geometry. I modified the standard sprite shader to Cull Back and ...
stainless's user avatar
3 votes
1 answer
493 views

UE4 How to Avoid Boundary Seams with Multiple Refractive Meshes

We use multiple box meshes to create our game world in Unreal Engine 4, but we also use those boxes with translucent/sss materials with refraction. The problem is there are seams between those boxes ...
sirjofri's user avatar
  • 131
4 votes
2 answers
6k views

Can I clip a collection of geometry to render only inside a particular worldspace volume?

I am making a VR app in Unity. I have a giant map that I want to display on a virtual table. The map is too large to fit on the table, and I cannot change its size. (It is a third party asset, and ...
Evorlor's user avatar
  • 5,793
1 vote
2 answers
16k views

Why isn't my image's transparency honoured in the Unity sprite?

I'm following through Jesse Freeman's Lynda course Unity 5 2D Essential Training. The exercise files contain sprites with transparency. Here's a screenshot of one such sprite on the trainers screen (...
dumbledad's user avatar
  • 117
0 votes
1 answer
425 views

Storing rendering data for voxel game 1 VAO and VBO or 1 for every chunk

I have a minecraft style voxel game with placing and digging blocks. it runs at 400+ fps on my computer but when I added semi-transparent water it started running at ~40 fps. so a time per frame ...
Ben Beazley's user avatar
1 vote
1 answer
2k views

Deferred Shading and Transparency Clarification?

So, this is a bit of a simple question, but I can't seem to find a real answer anywhere. I've been looking into implementing deferred rendering using MRT into my in-progress render engine, but I'm a ...
Scorch's user avatar
  • 257
4 votes
0 answers
3k views

Overlap transparent particles without blending? (Unity)

I'm trying to create a continuous output of light from an object (like the exhaust of a space ship), and I thought I'd use particles to achieve this. But I'm running into a problem with alpha blending....
eternal's user avatar
  • 341