6
2015
Custom shader Transparency & Batching issues
While updating this billboard shader https://github.com/unitycoder/DoomStyleBillboardTest , had couple strange shader issues:
Problem#1:
Overlapping transparent area clips other object behind it (see issue#6)
This one was solved by adding “ZWrite Off” to the shader, apparently something to do how transparent objects get depth sorted..(?)
http://docs.unity3d.com/Manual/SL-CullAndDepth.html
(image, problem#1)
—
Problem#2:
If there are multiple copies of the same object, rotation/scale/direction is broken, object moves to wrong direction as if they are locked together (see issue#5)
This one was solved by adding DisableBatching”=”True” to the shader tags. So Dynamic Batching was the issue..
Tags {“Queue”=”Transparent” “IgnoreProjector”=”True” “RenderType”=”Transparent” “DisableBatching”=”True”}
Other option was to disable [ ] Dynamic Batching from player settings.. but that would disable it for all objects..
http://docs.unity3d.com/500/Documentation/Manual/SL-SubshaderTags.html
(image, problem#2)
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