Dec
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

custom_shader_transparency_issue_1 (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

custom_shader_batching_issue_2(image, problem#2)

 


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