Digital colors can be made up of three components: red, green, and blue. Combine these together, and you get final color, eg. yellow is 100% red, 100% green and 0% blue.
The fourth component is, as you mentioned, transparency. Together, these form the tuple RGBA (red, green, blue, alpha) which represent an image.
Now, instead of pixels, think about it ...
You don't, at least not for writes. Z-buffer writing/ordering and transparency is not really something you can do easily. Most techniques require significantly more work than you're likely prepared for, like using depth peeling.
Sort your objects. Typically you would sort opaque (or alpha cutout) objects front-to-back with Z-buffering enabled, then do a ...
Just change your Stencil like below Image:
Stencil Op/Comparison Values
0 - Always
1 - Never
2 - Less
3 - Equal
4 - LEqual
5 - Greater
6 - NotEqual
7 - GEqual
8 - Always // (This is the default for the UI shaders so I suspect this one is technically the 'correct' Always, but any value beyond it will also count as Always)
JPG is lossy. Don't use that for sprites -- you will end up with nasty artifacts that will look bad. There's a couple reasons you might want to use colur-keying, but they're a bit lost in todays hardware. Taking a quick look at color key advantages:
They use up less disk space -- there is no alpha channel to store
By consequence, their memory foot ...
Yes, it's possible. The general idea is called order independent transparency (OIT).
OIT often relies on some form of sorting still (you in fact must having some form of sorting for certain types of blending!) but pushes the work out into the GPU, perhaps sorting per-pixel rather than per-face.
The more advanced and actually feasible forms of OIT require ...
One way to do this is with the clip function in a shader, which aborts rendering of a pixel if it fails a particular condition.
This lets you create custom-shaped clipping regions, but it has a downside: by the time you reach the clip test, most of the work of rasterizing the object is already done, so you end up paying a significant amount for the ...
You want a stencil.
Stencils let you flexibly define regions that love.graphics operations won't affect.
Here's an example. It does this:
Draw some colourful circles.
Set an inverted stencil made of two triangles.
Draw a black rectangle over everything.
See how the black rectangle doesn't actually cover everything? It's cut out where the triangles were. ...
Alpha blending in 3D is tricky, simply due to the fact that you're (usually) still rendering the quad (or polygon) to the depth buffer using the depth buffer, even if your visible texture is just a tiny part of that.
To achieve proper rendering you'll have to render everything in the correct order, essentially from back to front. If you don't use the ...
Alpha channels were actually invented by George Lucas's company Industrial Light & Magic (actually Alvy Ray Smith did most of the work while working there, who was previously employed by Xerox PARC - who we can thank for almost everything in modern computing!).
Alpha channels, in addition to doing cool effects like transparent window, transparent ...
This is a pretty advanced topic. Generally people like to use Boolean Set Operations implemented with a BSP tree for this kind of destruction, which revolves around splitting polygons over planes. Take a look at this paper by Naylor to learn how.
This will let you overlay one mesh upon another and perform a subtraction. The results of the subtraction can ...
With the help of Bálint, I successfully got the issue fixed.
Bálint suggested using the discard keyword in GLSL to discard pixels that are not visible (i.e, transparent).
So inside my fragment shader, I'm checking the pixel's alpha value and if it's below a certain threshold, the pixel is discarded and therefore not rendered.
vec4 PixelColor = texture2D(...
If you want your character's look to change uniformly (i.e. at any time, all sprites are at the same point of transition between states), the simplest way I can think of is to create them as separate skins in Spine. The Unity runtime tfor Spine then lets you render the skeleton with either skin, so you can control the transparency by rendering each skin once,...
.png images wont show the transparent area. But you will have to make sure that the "white" area is transparent and not white.
If its not a .png image just go in to photoshop or any other image editor, cut out (magic wand) the white area and save it as a .png
Making an object 'transparent' so it cannot be seen is not the most efficient way to do things. What you rather want to do is make the renderer inactive when you don't want to see it, and active when you do.
If you click on your gameObject in the editor, there should be a Mesh Renderer as one of the components.
To set it to inactive from a script attached ...
I had faced similar problem, when I was building a tower defense game.Where I needed to check for collision between tower boundary (ellipse) and enemies (rectangle),
first method :
I have used the condition for checking if these points exist inside the ellipse like
You should perform the depth test in the fragment shader "manually". OpenGL doesn't support multiple depth tests, and that its just what you need to render the second nearest pixels, because:
You need the second front pixels (GL_LESS over the actual depth buffer)
You need the second front pixels (GL_GREATER over the depth buffer of the first framebuffer).
You are drawing all sprites in the same postition and same size, if textures don't have alpha channel you will only see one of them.
Test this to draw a grid with 8 columns:
var size = 100;
var width = 8;
foreach(KeyValuePair<string, Texture2D> Border in lstBorders)
var x = (n % width)*size;
var y = (n/...
Transparency with OpenGL is typically achieved using alpha blending, as you are attempting to do with glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA). In order for you to get the desired effect, though, it helps to understand what the blending function means.
Let's consider the following scenario: you first draw a triangle, and then you want to draw a ...
The most robust method to ensure there are no transparency artifacts is to:
Disable writes to the depth buffer (although you may want to have a separate depth buffer for effects, I'll explain later)
Decompose your object into convex pieces (unnecessary in this specific case, a box is already convex)
Sort the parts of all objects from farthest away to ...
To get the RGB values of your scene influenced by the minimum of several alpha values from your fog, the most straightforward way to use a render texture. This requires Unity Pro.
[Edit: Unity 5 now allows the use of render textures in the free version as well. Yay! :D ]
(Some alternatives are provided below if this isn't an option)
Set up a second camera,...
Your premise is incorrect.
If you send a bunch of transparent polygons (or anything else) to the GPU to be rendered, the GPU will draw them in precisely the order you defined them -- it will not sort them at all.
The way you control which polygons get rendered first is to send them to the GPU first; either by putting them first in the index buffer (if you'...
I use a screen stack system to handle this kind of thing. Think of your screens as objects containing individual update and render logic that can be stacked on top of each other. These screens are then updated top -> bottom so that the most recent screen always has control. They are rendered bottom -> top so that overlays (pause screens/transparent ...
None of the other examples explain why it's alpha, though. It's from the expression in Alpha Compositing:
where Ca and Cb are the two input colour values and Co is the output combined colour.
Varying the alpha between 0 and 1 varies the colour between front and back composited images.
(Image processing also has "gamma", but not "beta" as far as I know)
It is quite the same thing. When rendering occurs, the program can compute opaque and transparent pixels to be drawn for color interpolation on the screen. The only difference on the two techniques you mentioned is that trasparent images carry transparency information on their own, and color key gives transparency information to an image from within the ...
In recent Unity version,
this code is invalid
gameObject.renderer.material.color.a = 0.0f ; instead first you have to get materail from rendere like this
private Material currentMat;
// Start is called before the first frame update
currentMat = gameObject.GetComponent<Renderer>().material;
Then, use this ...
Here's a simple fix you can use when rendering a solid object like a building.
We'll copy the building and render it twice in the same location:
Drawing only to the depth buffer, without writing any colour over the background
Drawing translucently, only where our polygons pass the depth test (ie. only the frontmost faces)
You can use a shader like this ...