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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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....
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Unusual black squares in transparency effect after wake from sleep
I've encountered unusual black squares in semi transparent textures for a while now, usually in processes that were resumed after the computer woke from sleep. For example I've seen the effect in the ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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?
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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 ...
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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(...
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Why is my partially transparent image blitted fully opaque?
I have a part in my program that should display the currently playing song's name for the first 4 seconds, then fade out. Even though Surface.get_alpha() returns ...
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Building Irregular terrain in tile-based approach
I'm starting to build a 2D game, metroidvania-like, tile-based and all. I've had some prior experience in it, and one of the major letdowns of those prior games was that worlds seemed too "blockish", ...
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Drawing and rotating bitmaps (with transparency) efficiently in Android
I just started making a game for Android and I'm already having some issues regarding performance.
You can imagine the game as being some kind of Tower Defense game with a top-view, and the enemies ...
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Creating transparent image with localGraphicsConfig not always working
I'm trying to use GraphicsConfiguration.createCompatibleImage to create transparent images.
This creates an empty image which I'm filling with a mosaic pattern ...
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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 ...
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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 ...
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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 ...
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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#.
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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 ...
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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 ...
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323
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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.
...
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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 ...
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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 ...
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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 ...
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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 ...
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Rendering a model with transparent or translucent uv map applied doesn't work
Before I try to make anything transparent, the model renders nicely. When I change the uv layout so that one piece of the model will be transparent, it renders horribly. This is the result with a ...
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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 ...