Deferred Translucency

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

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I don’t think this is possible using a surface shader. It’s specifically there to make writing shaders easier by following the standard workflow. This probably does not include writing to unused channels. So a fragment shader is probably the only option.