I read on unity manual that you could store information on the alpha channel to set the transparency value of a texture so you can have both opaque an transparency in one texture, but i am not able to make it work.
This one is from unity, the left side is using transparency, and the right is using cutout. I don't get why the transparency is messing up all the mesh instead of just applying it like the cutout is doing
This one is from unreal.
And this one is from marmoset, that is somewhat of what i was expecting, is using the same textures as in unity.
I am guessing that the problem is not with the mesh or the texture because is working on marmoset, maybe i should just have the transparency and opaque in different texture sets?
I attached the fbx with the unreal and unity textures if you want to take a look.
Replies
- the surface is always fully opaque or fully transparent. However it does mean it can write to the depth buffer safely and so can be done in one material in one pass.
The two two problems with this method are 1) the star will render on top from behind as well. But there will probably be a character there. 2) Alpha blending is typically more expensive than alpha test and should only be applied to the faces that need it.
Like the other I suggest Cutout. Even better would be to create the asset so it does require any type of transparency.
https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/ClearCoatDualNormal
The red bits yes, definitely.