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Transparency in real time rendering problem

HashBrownHamish
polycounter lvl 5
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HashBrownHamish polycounter lvl 5
I have a couple of models that use transparency that i am working on at the moment (Example: Window) and i'm running into a common issue with them. So to take an example, in Unity my game object is a screen and the metal edge around the screen. By setting the standard shader to transparent mode my screen object becomes transparent ( by using the albedo's alpha channel for opacity ) but also the opaque parts of the mesh become see through.

With every mesh i try i get the same result and haven't found any idea as to how it is occurring. Do i need to separate my transparent mesh from my opaque part of the mesh and make an opaque copy of the material ? 

Photos for reference : (These were taken in 3Do but the result is the same in Unity)

Transparency shading on:


Transparency shading off:

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