HI, I’m trying to get the glow post processing effect to work on certain objects in my scene, however i have certain objects that use the built in diffuse transparency shader. Aras seemed to say that it shouldn’t be an issue in this post:
http://forum.unity3d.com/viewtopic.php?t=6091&highlight=glow+transparency
but when i adjust the object’s material’s alpha it becomes invisible. Any suggestions on a workaround?
The built-in transparent shaders write to the alpha channel as well as using alpha for blending. This means that the alpha they write is actually blended just like the colours, so it’s not terribly useful for overbright. What Aras said is that you can use ColorMask RGB to prevent the transparent shader from writing to the alpha channel, preventing it from changing overbright. If you want two different alpha values for the two different uses of alpha (transparency and overbright), you’ll need to two different passes.
Thanks, I thought that the object was glowing, but in reality it was the skybox behind it. So turning off the alpha in the skybox material got the desired effect.