Hi and happy new year,
anyone else who has problems with your trees getting transparent when they turn into billboards and there is an transparent texture behind it?
Is there a way around this?
-Lakru
Hi and happy new year,
anyone else who has problems with your trees getting transparent when they turn into billboards and there is an transparent texture behind it?
Is there a way around this?
-Lakru
Do you have a screenshoot of this?
Probably they don’t get sorted correctly… do you use alpha transparency or cutout? Because cutout gets sorted, while the normal alpha transparency doesn’t.
I have attached a picture og the problem. As you can see, the trees in the forground is solid, but the billboard trees in the back is transparent.
I don’t use cutout, I tried it, but I didn’t get it to work with my texture. With cutout the texture change a lot when moving away from it.
I actually think not the trees are transparent, but the fence is renderer on top of them.
I’m having the same problem. Any ideas?
I guess that fences are single quads for each length?
If so you might split them considerably because otherwise depth sorting for them against other alpha object can become very “interesting” as you can not handle the part in the back different from the part in the front. So either the whole fence is in front or in back.
That’s indeed how it seems to me too - note how the center of all the fences is the point from where it goes wrong. So if you split the fence into multiple smaller objects, it might work just right.
This is not the case in my instance of the problem. It can be easily seen that all billboarded trees show the alpha transparent things behind them through them.
is there any special shader involved or just a simple terrain + tree?
also is there water behind it?
No special shaders on the trees, the alpha texture behind it is transparent/VertexLit.
No water behind it but there is water in the scene.
I solved this problem with a custom Shader.
I think it has to do with the position of the game object being rendered being closer than the trees but actually the extent of the game object being behind the trees.
115815–4406–$fixedsky_209.shader (763 Bytes)