Hi all,
Just a quick question —
I’m working on deferred translucency, storing the translucency in an empty GBuffer channel.
I’ve got it working great in a custom deferred fragment shader but I’m having no luck replicating this with surface shaders. Ideally I need to change the StandardSurfaceOutput struct to store and allow writing Emission as a half4 so I can use the .a channel. I’ve attempted overriding this in the Unity cg files but no cigar.
Can anyone point me in the right direction?
@Aras maybe?
Thanks for your time.
Cheers,
Sam